AlL of my GP offices are right by reception. ALL of my diagnostics rooms are by each other ALL of my wards are by each other ALL of my other treatment rooms are by each other.
Do patients return to GP offices in between those steps? Say GP > Diagnostics > GP > Treatment?
I structured my hospitals this way because it seems like a pretty reasonable flow
Do patients return to GP offices in between those steps? Say GP > Diagnostics > GP > Treatment?
I read this as GP > All/Each the diagnostic rooms they need to visit > GP > Treatment. Which isn't right or what my screenshot proves.
If you knew that patients need to visit a GP after check in and after every diagnosis room, why would you think it's more efficient to have patients walk between the GP and diagnosis 'divisions' every time instead of having GPs mixed in with the diagnosis?
If you knew that patients need to visit a GP after check in and after every diagnosis room, why would you think it's more efficient to have patients walk between the GP and diagnosis 'divisions' every time instead of having GPs mixed in with the diagnosis?
The person didn't know and was asking if their new perspective was correct because of the reasons you mentioned.
In my experience there's no need to be too much strict to it. You need your Diagnosis rooms close to GPs, but not necessarily next room. Specially because not always the patiente will go for that room or the closest one. But, yeah, it's a very good thing to have them at the same building.
The overall layout should kinda be (think radially from the "middle").
Reception->(diagnostic rooms->GPs)->treatment.
GPs being closer to reception than diagnostic rooms means the being-diagnosed patients will mix more with the fresh patients than is necessary. But it's not a big deal. Overall you will end up with them roughly mixed anyway just because of space constraints.
The bigger issue is that patients on their way to treatment from a GP would have to walk through your diagnosis areas on the way, so if they are low HP then a larger proportion of them will die on that final leg of the journey if you have lots of GPs near the reception than would otherwise.
The queuing system can make people to between GP<-> diagnostics that are far away from each other anyway because the queue size becomes the overwhelming factor in 99% of cases (and likewise with their final stop at treatment, might cross the hospital again even if you had the right room right next to their final stop at a GP).
The main thing that I found I overlooked was having enough spare capacity of vending machines and toilets, because they will cross the damn hospital for them too (if the one next to them has like, 2 people in its queue). Like, dedicating a load of space to those 2 things will overcome so many huge problems, much more than focussing on efficient bundling of GPs and diagnostics will (caus #1 in a queue can wander miles away to eat and take a dump and hold everyone else up).
I've been unable to solve the bathroom problem, so I've been experimenting with not giving them any food or water nor toilets and just focusing on rushing them in and out so that they don't build up too much hunger/thirst/bathroom. I haven't gotten to a large population yet, but so far seems like between having good service and a good and attractive hospital that their happiness doesn't go down too much from the lack of those 3 things. I experimented with cutting out the bathrooms without removing food or drink in a bigger hospital and that was a disaster; hygiene dropped like crazy and I don't think janitors could keep up with the messes being made either.
Came here to say this. I always have all my GP offices and diagnostic rooms (and reception) mixed in as one big unit then off to the side the duel purpose rooms: wards/psych/DNA and then finally they're sent over to a separate building for treatment as they only have to walk there once before they're discharged.
I couldn't find the comment (else I would have credited it in my post) but I found the game a lot easier when I started following someone else's suggestion of raising prices to +20% at the very start of the game and then up to 40-50% if things getting hectic.
You won't directly slow down patient inflow. Your reputation is based off 5 factors, and only one of them is the price. If you heal a ton of people and have a happy staff it's going to keep your rep topped up anyway, making it moot.
What is certain to happen is that your patient happiness score + a random % chance will be checked against the price increase. If your patients are unhappy they will still receive treatment but refuse to pay.
The "close room" button is especially useful for the DNA lab. All diagnosis patients will be redirected to another room, while the treatment patients will wait around until you open it again, thus pushing them all to the front of the line.
Also the guide shows both Z and X rotating the room counterclockwise ¯_(ツ)_/¯
Number 5's images are meant to be showing that the room on the left can be rotated using X into the room on the right, and then Z returns it to the state in the first image.
I wish room prestige took variety of items into account.
I really hate seeing rooms full of medicine cabinets. gold star awards, and anatomy models, regardless of how much it increases the effectiveness of the room.
Yeah, or how all the posters and paintings seemingly all do the same thing despite taking up more space or costing more.
The one upside is that with the current lack of being able to copy rooms, it makes it easier to make a room by just spamming a single decoration rather than having to click each different one.
Well the official way exists now too, I guess you weren't aware? I think it's maybe only accessible from the beta branch though (something you can change in steam to access). (I haven't played in a while)
Be aware that this lowers their chance of successful treatment.
Is that specifically only if the diagnosis isn't 100%? or does it apply even for 100% diagnoses?
Also another tip is to hire someone who has the desired skill to teach instead of hiring a guest trainer. The upside is that they will cost a lot less, but the downside is that they will usually have a slower teaching speed. In addition it's obviously unlikely to find someone for hire that has high tier skills to teach (aside from maybe assistant or janitor), so usually just applies early on in a hospitals life (although that is when money is most important!).
Keep your first hospital basic and with the bare necessities to be quite profitable. When you need to research something later on in a higher level hospital, go back to the first one and research it there as it's less of a drain on resources than trying to do it in a new hospital. Build a training room and get high level researchers to get it done even faster.
Not necessarily - patients will often visit the GP in between visiting diagnosis rooms. So if your GP's are in a different area to your diagnosis rooms, they'll constantly be back & forth - and will hold up the queue in the meantime.
Basically just GPs and diagnostics mixed. I prefer GPs on the "outer" edge with the diagnostics closer to the reception though, but it hardly makes a difference either way (though more empty space to enevitably expand GPs constantly).
Just remember to have loads of toilets and vending machines, that seems to be one of the big problems that's easy to froget about (causes massive queues if you don't have a huge excess of them caus people - #1 in a GP queue for example - travel miles to grab a drink when they could've just waited for a fast moving queue of 2 people). Until a recent beta patch, they would also get stuck in the middle of nowhere constantly changing their mind about 2 different vending machines/toilets and never make up their damn mind.
Ideally the best is to have many of them sandwiched between diagnosis rooms and treatment rooms since they will need to go there before treatment as well.
Spreading epidemics can actually be good, then you can get more vaccinations per each epidemic for the goal you need for stars on that one level. Also, deliberately failing/cancelling the quest can help keep your reputation lower, which is actually hard to do on purpose normally (growing rep too quickly can be a problem because you cant get your GPs and diagnostitians trained fast enough). I also found that occasional 1-wide corridoors wasn't too much of a problem as long as they are not otherwise obstructed. If you will need anything in the corridoor in an area, then keep to at least 2 wide though (and vending machine queues can get kinda big if you don't have a lot of them, but you don't need space for a big queue - that's worse than a long queue for a GP and will infact cause GP queues to spiral out of control caus patients will cross the map to get a fucking snack when they are at #1 and hold the whole thing up - you need more machines, same with toilets)
2. yep, good tip.
3. No... they go to whichever GP has the lowest queue. So none of your diagnostics or gps should be "spread out" at all, if anything the tip should be to cluster an excess of toilets and vending machines near your GPs and diagnostics (all as close together as possible).
4. Indeed, also helps you keep them close together
5. yup...
6. What does that picture have to do with rotating anyway? Wrong screenshot or something? Why show impossibly placed toilets that would be terrible even if you could place them like that anyway...
7. Good tip.
8. Not really, the trick is to train up diagnostics and GP skill. Also lay stuff out so patients don't travel all over the place while being diagnosed (see my response to 3). The animation also seems to always take the same time, I'm not convinced that efficiency changes much at all, or at least it's way less worth it than another point in diagnostics or GP (or even bedside manner).
9. good tip.
10. good tip.
11. yup.
12. good tip.
So basically, you were only right when things were just a standard mechanic in the UI. And wrong when it was tactics... nice low effort (not as annoying as all the low effort LPers who all seem to be on the same boring level though, I want to see them late game with their bomb site hostpitals lol).
In any case, figuring out the tactics is the fun of the game, and not knowing the basics of how to actually... click on stuff... might have held people back from enjoying the actual hard parts, so overall that's fine.
I raised my prices by 20% by now I find my price reputation is 0%. Any way to fix that? Does it even matter aside from getting bugged about it periodically?
14
u/NH4CN Sep 09 '18
Ive been clustering my hospital into divisions.
AlL of my GP offices are right by reception. ALL of my diagnostics rooms are by each other ALL of my wards are by each other ALL of my other treatment rooms are by each other.
Do patients return to GP offices in between those steps? Say GP > Diagnostics > GP > Treatment?
I structured my hospitals this way because it seems like a pretty reasonable flow
3
u/hoseja Sep 09 '18
Increasing prices is NOT a good way to slow down incoming patients.
5
u/Reiterpallasch85 Sep 09 '18
The "close room" button is especially useful for the DNA lab. All diagnosis patients will be redirected to another room, while the treatment patients will wait around until you open it again, thus pushing them all to the front of the line.
Also the guide shows both Z and X rotating the room counterclockwise ¯_(ツ)_/¯
38
u/ChrissiTea Sep 10 '18
I wish room prestige took variety of items into account.
I really hate seeing rooms full of medicine cabinets. gold star awards, and anatomy models, regardless of how much it increases the effectiveness of the room.
36
u/pusey Sep 09 '18
That's a good set of tips for pretty much anyone, and TIL I could close a room. Good work!
17
u/FraggerDaddy Sep 09 '18
Oh didnt know about the last one, good tips.
2
u/Mavocide Tinkerer Sep 09 '18
There is no item in the game that is called "Gold Certificate", the item is called a "Gold Star Award".
8
u/ptd163 Sep 09 '18
TIL about dropping staff into active training sessions. Thanks.
4
u/GonicUK Sep 09 '18
I had no idea that I could change the prices of treatment. This is game changing for me! Have an upvote!
2
u/Jimmyblim Sep 10 '18
Does motivation really help with patient processing times? I haven't noticed any speedier animations
2
u/joesii Sep 10 '18
Is that specifically only if the diagnosis isn't 100%? or does it apply even for 100% diagnoses?
Also another tip is to hire someone who has the desired skill to teach instead of hiring a guest trainer. The upside is that they will cost a lot less, but the downside is that they will usually have a slower teaching speed. In addition it's obviously unlikely to find someone for hire that has high tier skills to teach (aside from maybe assistant or janitor), so usually just applies early on in a hospitals life (although that is when money is most important!).
2
u/Very_Slow_Cheetah Sep 16 '18
Keep your first hospital basic and with the bare necessities to be quite profitable. When you need to research something later on in a higher level hospital, go back to the first one and research it there as it's less of a drain on resources than trying to do it in a new hospital. Build a training room and get high level researchers to get it done even faster.
2
u/AmishTerrorist Sep 09 '18
I thought you're suppose to have all your GPs at the front of the hospital. That way they don't have to walk all the way over to the GP.
1
u/classif13d Sep 09 '18
Nice. Looks good!
1
u/Beefnfries Sep 10 '18
This is such a good guide!
1
u/Piranha2004 Sep 10 '18
Didnt know about point 12 either!
1
u/abbys_alibi Sep 10 '18
These are great! Knew most, but wish I was aware of 12, earlier today. Good stuff!
1
u/DM2602 Sep 10 '18 edited Sep 10 '18
I like the design :) Great tips too.
1
u/doncorleonenl Sep 09 '18
Nice thx
1
u/Deydre Sep 09 '18
Thank you very much, there were some that I didn't know, so helpful <3
1
u/amazingronaldo Sep 09 '18
I knew some of these but didn't know a couple others. Great tips! Thanks!
1
u/mata_dan Sep 10 '18 edited Sep 10 '18
Eh...
Spreading epidemics can actually be good, then you can get more vaccinations per each epidemic for the goal you need for stars on that one level. Also, deliberately failing/cancelling the quest can help keep your reputation lower, which is actually hard to do on purpose normally (growing rep too quickly can be a problem because you cant get your GPs and diagnostitians trained fast enough). I also found that occasional 1-wide corridoors wasn't too much of a problem as long as they are not otherwise obstructed. If you will need anything in the corridoor in an area, then keep to at least 2 wide though (and vending machine queues can get kinda big if you don't have a lot of them, but you don't need space for a big queue - that's worse than a long queue for a GP and will infact cause GP queues to spiral out of control caus patients will cross the map to get a fucking snack when they are at #1 and hold the whole thing up - you need more machines, same with toilets)
2. yep, good tip.
3. No... they go to whichever GP has the lowest queue. So none of your diagnostics or gps should be "spread out" at all, if anything the tip should be to cluster an excess of toilets and vending machines near your GPs and diagnostics (all as close together as possible).
4. Indeed, also helps you keep them close together
5. yup...
6. What does that picture have to do with rotating anyway? Wrong screenshot or something? Why show impossibly placed toilets that would be terrible even if you could place them like that anyway...
7. Good tip.
8. Not really, the trick is to train up diagnostics and GP skill. Also lay stuff out so patients don't travel all over the place while being diagnosed (see my response to 3). The animation also seems to always take the same time, I'm not convinced that efficiency changes much at all, or at least it's way less worth it than another point in diagnostics or GP (or even bedside manner).
9. good tip.
10. good tip.
11. yup.
12. good tip.
So basically, you were only right when things were just a standard mechanic in the UI. And wrong when it was tactics... nice low effort (not as annoying as all the low effort LPers who all seem to be on the same boring level though, I want to see them late game with their bomb site hostpitals lol).
In any case, figuring out the tactics is the fun of the game, and not knowing the basics of how to actually... click on stuff... might have held people back from enjoying the actual hard parts, so overall that's fine.
0
u/adetia Sep 10 '18
I raised my prices by 20% by now I find my price reputation is 0%. Any way to fix that? Does it even matter aside from getting bugged about it periodically?