Two Point Hospital: A Theme Hospital for the Modern Gamer!

DudleySmith wrote:
Pinkerton wrote:

I'm well into the game and I am still employing the same strategy of just hiring more staff as needed.

Maybe the game gets harder later on and that is no longer a viable strategy but I've seen no evidence of that yet.

That strategy stopped working for me trying to get the third star in Flemington. I'm not entirely sure exactly how it happened, but I ended up in a position where my wage costs massively outstripped my income. I'm guessing there are bottlenecks that capped out my income, but I went from profitable to unprofitable somewhere along the line. I'd pretty much stopped hiring more staff, but perhaps promotions killed me by not really increasing throughput but hiking up outgoings.

Checking the financial graphs regularly is going to have to be part of my process I guess - the way that wages go out at the end of the month means it's easy to lose track if you're not careful.

Are you improving the prestige of your rooms? Improving them beyond bare-bones keeps staff happier (less salary) and patients happier (charge more). There's a page where you can adjust prices for treatments. If all of your patients are leaving the hospital with max happiness, raise prices.

1.0.4 beta notes:

Copy and paste rooms
Fix corrupt saves due to light headedness patients in a certain state
Fix corrupt saves due to broken guest trainers that were already in a vehicle
Fix corrupt saves due to characters interacting with broken items
Make some parts of game friendlier to anti-virus (fixes some random hard crashes)
Fix graphical issues on OSX 10.10 (Yosemite)
Fix various instances of room building getting broken
Fix various instances of characters getting stuck
Improved queuing situation with various bug fixes and balance tweaks (We are still working on this!)
Cafe is a bit more sensible in terms of desirability compared to vending machines (if you have a cafe in an already built hospital you will need to edit it and rebuild for the change to take effect)
Fix queue positions in selection UI not updating
Fix staff getting tired, hungry etc before being placed in the hospital
Fix finance not working after loading last save after going bankrupt
Fix ghosts broken after loading save

So today I learned after dozens of hours with this game that there are career objectives that hand out mountains of kudosh. I tend to ignore my guy giving me hints and so never really read closely what he had to say. I feel a bit silly now. I thought some of the higher kudosh items were going to take forever to unlock, but I now have plenty of new cool stuff to put in.

There are a ton of things that I figured out and wish I'd known sooner. I keep thinking of posting them here, but then I forget what all them where. Ah well, here goes.

You can assign extra workers to wards, fracture wards, research labs, and marketing. There's a +/- button in the status screen for those. Early on, I noticed you could place extra nurses' desks in wards, but I never seemed to have more than one working at a time, because I hadn't noticed the +/- button. Now I can create much larger wards with more beds. You don't actually need extra desks, but I'd recommend an extra changing screen or plaster caster.

Others have mentioned the general flow of patients before, but it's worth noting again. GP -> diagnostic room -> GP -> diagnostic room -> GP until a patient leaves a GP with diagnosis at 100%. Getting to 100% from a diagnostic room still requires a visit to a GP before being sent to treatment.

Some rooms are both treatment and diagnostic: ward, psychiatrist, DNA lab.

I tend to have a bunch of GPs near reception, and then diagnostic rooms along with more GPs interspersed in the center of the hospital. Treatment goes around that, and training, research, and marketing end up at the most remote parts of the hospital. I frequently take advantage of the ability to relocate rooms as I expand.

You can also restrict toilets to men, women, staff, or patients, and staff rooms to doctors, nurses, assistants, or janitors, but I've never bothered.

Workers in a room will do various idle things when waiting for a patient to come in. But if you add a chair, they will spend a lot of their waiting time sitting in it. So place the chair next to the point where they operate equipment. It'll shave a few seconds off of each patient's time.

Items that provide room bonuses stack. So it's not pretty, but filling up GP, psych, and diagnosis rooms with medicine cabinets will help reduce the number of trips to diagnosis. Filling training rooms with bookcases and research labs with supercomputers will make things go faster there as well.

If you're looking for monobeasts to shoot, pick up a vending machine near a treatment area.

In later hospitals, some illnesses just don't come into play, so don't build treatment rooms until you know what you need.

Getting 2 and 3 star rewards sometimes gets you access to special items, like the supercomputer for the research lab, and sometimes they don't seem to get you anything at all, aside from a small cash/kudosh bonus.

Absolutely everything you learned about making money in the game goes out the window for Duckworth-upon-Bilge.

My personal strategy for skills:

GPs and diagnostic workers get bedside manner to keep patients happy. Treatment staff don't, because the patients are leaving as soon as they're done.

I tried making janitors that specialized in ghost removal or plant watering, but they don't seem to look far for work. So all janitors get ghost removal, aside from a couple that are specialized in upgrades.

Once I have enough staff, I tend to organize them as follows:
GPs: GPIV, bedside manner
Psych: Psych IV, bedside manner
Diagnostic doctors and nurses: Diag IV and bedside manner or radiology
Generic treatment doctors and nurses: Treatment V
Specialist treatment doctors (DNA, etc.): specialty and Treatment IV
Pharmacy/injection nurses: Pharmacy, Injection, Treatment III
Research doctors or surgeons: Skill V
Ward nurses: Ward IV, Bedside manner
Janitors: Speed, ghost capture, maintenance III, except for 2-4 that are speed and upgrade IV
Assistants: Speed, customer service IV, aside from a few marketing specialists.

Edited a bit to separate my personal strategy for skills.

I wish we could sticky posts like yours!

deftly wrote:

There are a ton of things that I figured out and wish I'd known sooner. I keep thinking of posting them here, but then I forget what all them where. Ah well, here goes.

You can assign extra workers to wards, fracture wards, research labs, and marketing. There's a +/- button in the status screen for those. Early on, I noticed you could place extra nurses' desks in wards, but I never seemed to have more than one working at a time, because I hadn't noticed the +/- button. Now I can create much larger wards with more beds. You don't actually need extra desks, but I'd recommend an extra changing screen or plaster caster.

I think 1:3 is the best ratio for stuff like this. 1 sink & dryer per 3 toilet cubicles. 1 screen per 3 beds, 1 plaster caster per 3 traction beds.

Posted by farley3k in the picture thread. Too appropriate not to share here.

IMAGE(https://i.imgur.com/P78fHAr.jpg)

Anyone still playing this? This game has really gotten it's hooks into me, and it's pretty much the only thing I've played in the last month and a half. The developers also seem to be doing a decent job with post-release support, and a new patch (which includes character customization) just dropped last week.

One of the things I've come to realize is just how important worker training is. 4 GP's offices staffed by highly trained diagnosticians will chew through a queue even faster than 8 offices with untrained doctors. In fact, a classroom is one of the first things I build on each map now. Properly training staff and assigning them to the appropriate rooms is really a critical aspect of the game on higher levels.

I really hope this game sold well enough to generate some DLC.

Was playing it until I hit the 100 hour+ wall of Pathfinder Kingmaker. Really enjoyed it, surely going back as soon as finish my current game.

I'm on the last three hospitals. I think I've researched everything, now it's a matter of annoying building layouts and starting in debt.

I'd like to see a Startopia remake.

Nice to see little touches like the Halloween-themed music and bats flying around.

https://store.steampowered.com/app/9...

Well this came straight out of nowhere. Just in time for the holidays.

Aaaand...insta-bought.

Yup! Insta-bought here as well. Thanks for the head's up, buddy!

I’m totally picking this up come Sale Season. It’s just right up my alley. <3

So Two-Point has added a sort of offline multi-player co-op mode. Basically you're researching upgrades via patients cured, money earned, diseases researched, etc. And if you add friends to the list, you can pool your resources to research upgrades faster. Don't know that I can promise that I'll put a lot of time into it, but if you want to add me, I'm at http://steamcommunity.com/id/longcon...

So after finding this thread (thanks to the Steam Sale time bump kazooka), and watching some video reviews I'm going to pick it up during the sale since $17.49 is the lowest it's been.

My question is do I go ahead and get the two DLC packs now (bundled with the game saves another $5.73) or hold out until later sales for them? Does the DLC open anything at the start of the game or is it something that will unlock/become available later as I make my way through the base game?

It's stuff that opens up later, and from what I can see, it's more of the same (which is a good thing). So you open hospitals at various locations, and these add locations that become available at various points in the game progression.

Honestly, if you like the game, more is better. Get 'em while they are cheap.

I'm not sure how much I'll be around for the co-op mode either. I'm currently bouncing around between all the things I picked up in the Steam sale. But I did pick up the Two Point Hospital DLCs, so I'm sure I'll return to it at some point.

I'm oddly hooked. Great chill-out game, with much more personality than it appears at first. I like giving my staff the amenities, and making the place feel nice for patients.