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Collection of General Tips & Tricks.
Other Two Point Hospital Guides:
- Two Point Hospital Rooms
- Two Point Hospital Research
- Two Point Hospital Level Layouts
- Two Point Hospital Machine Upgrades
- Two Point Hospital Patients and Staff Guide
- Two Point Hospital Staff Management Guide
GP/Diagnostics Traffic
Patients will go back and forth between GP’s office’s, diagnostics rooms and the ward. Expect this. The closer these thing are together the less travel a patient will do. If they are spread over multiple buildings a patient will walk from GP in one building to ward in another and then back again.
Avoiding Food/Drink/Boredom Chaos
I’ve found that placing vending machines, magazine racks and other items after around level 8 causes patients to hold up there treatment to go eat something, sometimes when they are about to die. It sometimes causes them to group in corridors and get passing patients stuck too. I’ve found that just removing all food/drink/boredom items makes people less happy, but if keeps your queues drastically lower. I’m testing the use of “indoor fountains” at the moment as a way of mitigating the worst of it.
Treatment Only Centres
Some rooms, like the Pharmacy and De-Lux Clinic are “Treatment only”, ie they do not provide diagnostics and therefore patients will only go there if they need healing. If you place all of these in a building on their own, they don’t get in the way of the crucial diagnostics. I bunch up all my GP, diagnostics and ward rooms together to speed up diagnosis. Treatment only include:
- Pharmacy
- De-Lux
- Pans Lab
- Clown Clinic
- Chromatherapy
- Fracture Ward
- Injection Room
- Pest Control
- Surgery
- Shock Clinic
- Head Office
Training
Most of the people you hire come with random stats. If you don’t mind micromanaging a little you can hire less trained people and train them yourself with Training Rooms. If you add lots of encyclopedia II’s you will get a training increase (4k for +4%). I’m still experimenting with the “returns” on this. I put in 100ks worth of encyclopedia’s in the room and all training completes within 20days, but I’m not sure how much lower you can get it, if there is a limit or if I’ve overspent.
Level Differences
Every level has different frequencies of patient types. You have to adapt your strategy to deal with the primary customer type. You wont always need to build a Pharmacy for instance. You may have 2 ward patients a year, you may have tons. Test the water and build to scale.
Send patients home
There is no downside to sending poeple home, you just get no more money from them. If someone is about to die, or leave, send them home.
You don’t need to build everything
If you only see 1 patient with Pan Demic in the year just send them home. You don’t need to build a Pans Lab for that one guy. It cost you money and raises your Level. Focus on the primary types of people for your given level. In Smogley, for instance, I only build a ward, fracture ward and surgery (and a head office for a little while) and sent home the few other patients that didn’t fit these buildings. It then allows you to focus on your staff’s best traits.
Diagnostics
My partner has a theory that you don’t need to build all the different types of diagnostics rooms, you just need to have some high-tech ones. I’ve tested this and it seems to be sound. For instance, I have GP’s offices, a couple of X-Rays and a fluid analysis and maybe see 1 patient a year go home needing further diagnostics. I’m not sure if you need some variance or if you can just have many of the same type however.
Other Tips and Tricks
Not everything is so cut and dry with this game as the systems and mechanics are quite in depth and allow for quite a bit of experimentation.
- For example you can create treatment or diagnosis doctors and nurses which instead of being specialised are used as on hand staff which can react to different illnesses. With this strategy you want to focus on the speed skill to ensure they can get around the hospital efficently.
- There are also multiple other very useful traits such as ‘cheap’ and ‘tireless’ which can save your money in the long run, so look out for these if you’re on a budget. The romantic trait can occasionally give your staff a happiness boost when they fall ‘in love’, and a member of staff also receives a happiness buff if they receive a reward, or cure a patient, to name a few.
- Also if you’re using a lot of plants to increase the prestige of your rooms, think about allocating them to staff with the green fingers trait so they can alleviate the massive work load from the janitors by watering their own plants.
- And lastly, consider placing food and drinks objects for your staff in their rooms so that they can recuperate their hunger/thirst between patients. Although this only works if it’s not too busy. Also it’s beneficial to keep food and drinks objects within the staff room. Staff when on their break in the staff room receive a constant happiness and energy gain while inside, so you want to keep them in their for as much time as possible, and not have them spending their break running around the hospital.
Doctors
Do
- Train with specifc GP traits to at least lvl3 and assign to only work in GP
- Train some with diagnostics only to work in high-tech diagnostics like xray
Don’t
- Hire in “allrounder” doctors with random traits. Focus on training specialists.
Nurses
Do
- Put chairs in their rooms (stops them from wandering off when idle)
Don’t
- Put plants in their rooms (distraction)
- Put lockers in their rooms (distraction)
Assistants
Do
- Train the Customer Service trait. It makes them reception much faster
- Get a marketing expert and get them to pull in more patients for an illness you can handle extremely efficiently. Check the illness tab in game to see what your doing best at.
Don’t
- assign to cafes… absolute choas will ensue
Janitors
Do
- Make sure you have at least one person with ghost hunter… People die…
Updated: 9.9.2018