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Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Who here loves that you can fatally fail to treat someone even at 99% success? Because oh boy trying to get the no deaths award and complete the entire set is a roll of the dice.

I would be done with it but for the fact that I couldn't figure out how to get the 'busiest janitor' award, even literally forcing them to restock/repair as soon as a scratch appears. I'm setting up in the hospital that first teaches you to train your staff because it's also the first that doesn't hinge on that one.

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Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

TK-42-1 posted:

I’ve been trying the same thing. Each building being it’s own little hub of needs seems to keep them local now. Seems to work a lot better now but i’ve been on the beta branch for a while now.

I've been doing this for the last few levels and it works out well. Basically the idea is to keep patients in one building until the diag is done, then shuttle off to others for treatment. Also keeping similar room+staff types close to each other so the nurses/doctors don't have travel time to different parts of the hospital. I won't push into the treatment building till I need to expand Diag (GP/Psych/Ward/MEGA) into the full space of the first, and/or need more treatment than I have room for. Same with research and training, especially training since doctors who come off training tend to just wander around a bit once you start hiring extras to account for rest rotations. Goes without saying you occasionally have to clear the GP queues of the 10 or so 99% diag'd, and occasionally purge low health patients as you build up capable staff. Once you get over that hump though its basically just sitting around doing clean up waiting for 3 stars.

First one was Mitten, honestly worked so well I have queues about 2-3 in my GPs at level 14.



Tumble was a bit harder to lay out but worked fine through 3 stars.




Most recent and really the first that had to break out fully was Flemington.



Smogley looks interesting with the layout but I think it's pretty doable in the same fashion, especially since the buildings are much closer together than Flemington.

The only feature I'd really like now is the ability to clear a doctor's training, since getting a dude who shows up with like 2 GP, positive, motivated, and then treatment 1+ research 1 is just annoying.

Mazz fucked around with this message at 21:57 on Sep 15, 2018

njsykora
Jan 23, 2012

Robots confuse squirrels.


People who build dedicated diagnosis and treatment wings, where do y'all generally put the ward/psychiatry/DNA lab since they can do both? I've generally been putting them in treatment but I'm starting to wonder if putting them with diagnosis might end up a bit more efficient.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

njsykora posted:

People who build dedicated diagnosis and treatment wings, where do y'all generally put the ward/psychiatry/DNA lab since they can do both? I've generally been putting them in treatment but I'm starting to wonder if putting them with diagnosis might end up a bit more efficient.

In the above you can see where I put them in those buildings, but for the most part my goal is to keep regular wards in the Diag building as long as possible, until I really need the space for more GP or Psych. Definitely keep Psych in the same building on the maps that need it until as late as possible IMO. I think once I need a breakaway Diag building I'm going to try to find the closest possible building and offload anything like Wards to them as a seperate thing, including fracture, as they take up the most room by far. That way I can at least keep all the ward trained nurses in the same area. Same with like MEGA/X-Ray trained doctors and then Psych, in that order.

Also I'm really trying to figure out layouts that use all the space possible in a building before needing to hit another. I moved things around on Flemington and Tumble a bunch till I got something I was really happy with. Being able to move whole rooms, and especially built in copy/paste is really loving nice.

Mazz fucked around with this message at 22:34 on Sep 15, 2018

CuddleCryptid
Jan 11, 2013

Things could be going better

Sage Grimm posted:

Who here loves that you can fatally fail to treat someone even at 99% success? Because oh boy trying to get the no deaths award and complete the entire set is a roll of the dice.

:xcom:

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

njsykora posted:

People who build dedicated diagnosis and treatment wings, where do y'all generally put the ward/psychiatry/DNA lab since they can do both? I've generally been putting them in treatment but I'm starting to wonder if putting them with diagnosis might end up a bit more efficient.

Diagnosis. Diagnosis rooms have to stay close to a GP office; pure treatment rooms can be wherever, it's just that if you put them near diagnosis you're taking space that other diagnosis rooms need. When a room pulls double duty then put it into the diagnosis wing(s).

By the way, in later levels you absolutely won't have enough space in one or even two buildings for a full diagnosis/treatment wing; the rules I follow are:

rule zero) if you need to move a room move the room, patients can go get bent
1) try to stick identical rooms in the same building
2) if a building has diagnosis in it, stick a GP office there. If a GP or two can't fit, move something to another building
3) a couple vending machines in every building, a couple toilets, no benches, maybe some Sonic
3bis) patients are MORONS and will go for the closest toilet; closest as in direct line ignoring walls, not closest as in shortest path. Too bad they can't go through walls. Take this into account
4) cafes are a trap. Set them to staff only if you use them
4bis) no really what's the loving point of cafes, two vending machines have the same throughput and occupy far less space
5) goddamn why are patients complete morons

Omobono fucked around with this message at 23:31 on Sep 15, 2018

Skippy McPants
Mar 19, 2009

Yeah, on later levels I go with all GP offices in the main reception area, followed up a secondary or even tertiary diagnostic wing in one of the adjacent buildings that houses all the other diag. rooms along with two or three extra GP offices to reduce backflow along the treatment pipeline. You can seriously never have enough GP offices. If I'm playing fair and not using the 200+ cabinets bullshit, I usually end up with 15+ GPs by the time I'm wrapping up 3-star objectives on the later maps.

By the by, a tip that popped up earlier in the thread that is worth repeating: lower the price for GP visits and raise it for treatments. The happiness boost you get from the GP will offset the penalties at the higher income treatment stage and help keep your reputation intact.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
And success, full award suite after rising star decided I wasn't worthy the previous year.

Now into the hot hospitals that start off simple and ramp up the patient numbers rather quickly. I had to do some fancy borrowing to keep solvent once all the doctor treatment rooms were being demanded (and I was more prepared to handle nurse treatment rooms :sigh:).

TheOmegaWalrus
Feb 3, 2007

by Hand Knit
For the record, I'm averaging about ~<6 GP offices per map so far, with a only a few low-health purges here and there for reputation's sake.

I'm bringing the GP room prestige to 3 and only stuffing maybe 2 %diag items in each, so that rooms look designed by a human being and not an autistic child.

The trick is diagnostic quality. Train your GP docs from scratch to do nothing but and they'll %100diag most patients in their initial visit, skipping a bunch of the que death-dance.

edit: I just finished the (lame) public hospital, the beta branch really seems to help.

TheOmegaWalrus fucked around with this message at 00:56 on Sep 16, 2018

smarxist
Jul 26, 2018

by Fluffdaddy
Ahhhhh, I've sunk so many hours into this game already, and am prepared to sink many more now that a functional copy/paste room has been implemented.

I'm about halfway through Flemington right now, and my first attempt at getting 3 stars is kinda flagging hard. I have so many god damned GP offices and still can't push enough people into treatment fast enough to cover costs, and the hospital is always jam packed, and I'm having to do constant patient purges.

My staff is decently trained, with a handful of nurses having diag 3, but still can't get there. I feel like the second trip back to the GP is kind of a major design flaw. It has bottlenecked me everywhere since the second hospital

less than three
Aug 9, 2007



Fallen Rib
In my opinion, for your GPs it's better to wait around to find newbies with zero trained slots (So you can train them in straight GP) even if it means being overwhelmed at first. Don't settle for more experienced but non-optimal skills.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
I get the feeling that general diagnostics and cardio are a trap, in that they don't bring enough diagnostics percentages to be worthwhile. I think I will simply replace them with fluid analysis and x-rays and the like, to see if it helps.

Not So Fast
Dec 27, 2007


Torrannor posted:

I get the feeling that general diagnostics and cardio are a trap, in that they don't bring enough diagnostics percentages to be worthwhile. I think I will simply replace them with fluid analysis and x-rays and the like, to see if it helps.

Yeah, Fluid Analysis, Mega Scan and X-Ray is much better once you get past the tutorial hospitals.

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Torrannor posted:

I get the feeling that general diagnostics and cardio are a trap, in that they don't bring enough diagnostics percentages to be worthwhile. I think I will simply replace them with fluid analysis and x-rays and the like, to see if it helps.

Fully upgraded cardio and general diagnosis with a diagnostic 3 (or more) nurse absolutely pull their weight. Their advantage is that they have a reasonably quick diagnostic time, so easier patients get sent their way without clogging your x-ray/mega-scan/DNA lab.

Also some illnesses are strange, for example premature mummification gets diagnosed decently by psychiatry.

I mean, the patient with a max difficulty surgery or DNA illness is going to get like 5% from a cardio, but that guy get sent to high-tech diagnosis rooms first and an xray or megascan will ace those illnesses.

Omobono fucked around with this message at 12:48 on Sep 16, 2018

TheOmegaWalrus
Feb 3, 2007

by Hand Knit
Ultimately I'd like diagnostic rooms to carry different diagnostic effectiveness with different illnesses. The Xray should be more effective for a shatter ward patient than it would be for a pharmacy treatment.

As it stands (beta branch) patients will always opt for the most advanced room, going for ultra over the general diagnostic every time.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
I’m curious if you can get by with no additional diag except the dual-use ones, Psych, Ward and DNA. Those rooms will be a bit more clogged but ultimately that just means more room for patients in a bind and better mixed use of space/staff.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
I mean, right now you can get by with only GP's offices stuffed with a hundred cabinets....

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
You can but I was also using the multi-cabinet GP office trick (poorly) at the time. Think it was the hospital that introduced surgery.

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM
Surgery seriously doesn't seem worth it. Running a heavy marketing campaign with 5 surgery rooms at capacity, and I still barely run even.

less than three
Aug 9, 2007



Fallen Rib

Mazz posted:

I’m curious if you can get by with no additional diag except the dual-use ones, Psych, Ward and DNA. Those rooms will be a bit more clogged but ultimately that just means more room for patients in a bind and better mixed use of space/staff.

I do this, only DNA/Ward/Psych but you'll need like 4 DNA rooms.

deathbagel
Jun 10, 2008

I force myself to only use 2 cabinets in any one room of any type. It can still look nice that way.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Been seeing some good poo poo come out of reddit. For example, staff marketing does work.

The generic "get me a doctor" marketing campaigns increases the speed of new applicants appearing. It doesn't increase the quality or level of said applicants, or update the "how long until next applicant" ticker.

https://www.reddit.com/r/TwoPointHospital/comments/9gahme/i_think_thats_what_we_call_an_aggressive/
https://www.youtube.com/watch?v=6g8e8_i2M-A

Same dude also reckons speciality staff campaigns don't increase the rate which new applicants appear, but does greatly increase the chance of a new candidate having at least one level of the desired speciality. You can stack staff marketing campaigns.

Also the personality trait "has a dark side" is the opposite of the "healing hands" trait. When they interact with a patient, the patient gets -5 health.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Knobb Manwich posted:

Been seeing some good poo poo come out of reddit. For example, staff marketing does work.

The generic "get me a doctor" marketing campaigns increases the speed of new applicants appearing. It doesn't increase the quality or level of said applicants, or update the "how long until next applicant" ticker.

https://www.reddit.com/r/TwoPointHospital/comments/9gahme/i_think_thats_what_we_call_an_aggressive/
https://www.youtube.com/watch?v=6g8e8_i2M-A

Same dude also reckons speciality staff campaigns don't increase the rate which new applicants appear, but does greatly increase the chance of a new candidate having at least one level of the desired speciality. You can stack staff marketing campaigns.

Also the personality trait "has a dark side" is the opposite of the "healing hands" trait. When they interact with a patient, the patient gets -5 health.

Very helpful, thanks a lot.

I've never seen "has a dark side", that's a pretty lovely trait!

smarxist
Jul 26, 2018

by Fluffdaddy
Do y'all do much in the way of staff assignments?

So far I've only limited my nursing roster to stay out of wards or pharmacy if they don't have the spec., and have dedicated assistants to news stands/cafes if I have them, but haven't touched much else.

I notice when your hospital gets to a decent size, your plants stay perma-dead, and toilet maintenance is a hassle. I dunno if I need to just throw more janitors at it, or if limiting 1-2 janitors to plants and toilets only would keep it going smoother.

less than three
Aug 9, 2007



Fallen Rib
I do assignments for all doctors and nurses so that they stick to one room type.

Janitors I let do anything, except have a couple that are plants only.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Doctors trained specifically for GPs offices get restricted to them and all others banned once I've trained a tough of them. Same goes for diagnostic and treatment equipment. Takes a while to work up to that though.

I'll also do the same with nurses - some are trained just for wards. Other go for diagnosis or treatment.

None of that is strictly necessary but it does help when hospitals get crowded and you can't expand further.


This can get a bit hairy when you have rooms that can both diagnose and treat people but those are few enough it's not really an issue.

For janitors part of the issue seems to be they will bounce around the hospital taking care of tasks that queue up regardless of their vicinity to the task or any others tasks they have to take care of so they can (and will) walk back and forth across the hospital wasting a poo poo load of time. Sadly there is no way to restrict people to certain buildings so you just need to deal with it. Having a few set only to repair machines helps ensure maintenance at least is kept up to date.

Pornographic Memory
Dec 17, 2008

ShriekingMarxist posted:

Do y'all do much in the way of staff assignments?

So far I've only limited my nursing roster to stay out of wards or pharmacy if they don't have the spec., and have dedicated assistants to news stands/cafes if I have them, but haven't touched much else.

I notice when your hospital gets to a decent size, your plants stay perma-dead, and toilet maintenance is a hassle. I dunno if I need to just throw more janitors at it, or if limiting 1-2 janitors to plants and toilets only would keep it going smoother.

I pretty much roll with three kinds of nurses - nurses with all diagnostics, nurses with all treatment (who maybe have pharmacy and other room-based specialties rolled in), and nurses with all ward specialization. Doctors get divided into GP, psychiatry, treatment, and x-ray techs (just got past the advertising level today). Having doctors with multiple levels of GP specialization is pretty much the biggest key to getting a handle on your GP queues, once you get a stable of doctors with at least GP3 then you can finally start reliably breaking out of the GP -> diagnosis -> GP -> diagnosis loop and get your patients off to treatment in a timely manner. Early on when you have a small pool of hiring candidates and lack training facilities you can't avoid having some generalists, but once you get a cushion of money and 2-3 classrooms you really want to get student nurses and doctors and train them up from nothing to be really really good at running one type of room.

And yeah, I think you just need to throw more janitors at your problem. I wish you could have a Rollercoaster Tycoon style zone assignment for janitors, setting a janitor to do only one thing (like hunt ghosts) doesn't actually make them psychically know where all ghosts in the hospital are. They just wander around randomly and if they see no ghosts they'll just stand around twiddling their thumbs while a ghost terrorizes another building unchecked.

Pornographic Memory fucked around with this message at 22:29 on Sep 17, 2018

uXs
May 3, 2005

Mark it zero!
The one thing I do with Janitors is try getting a few high level mechanics and not allowing anybody else to upgrade machinery.

Taking 100+ days to upgrade something to level 3 is pretty dumb, you're almost forced to duplicate the room while your main one is out of commission. Just let me buy lvl3 poo poo outright once I've upgraded one once, dammit.

Sarah
Apr 4, 2005

I'm watching you.

less than three posted:

I do assignments for all doctors and nurses so that they stick to one room type.

Janitors I let do anything, except have a couple that are plants only.

Do you spend time clicking on the plants and having that janitor go water them? I've tried to put one on plants and didn't have a whole LOT of plants and dude still failed to keep cacti alive.

less than three
Aug 9, 2007



Fallen Rib

Sarah posted:

Do you spend time clicking on the plants and having that janitor go water them? I've tried to put one on plants and didn't have a whole LOT of plants and dude still failed to keep cacti alive.

Nope, I've just leave them be.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Motivated is an excellent subtrait to hunt for in your staff, but especially janitors. If you give them the speed perk and access to caffeine that’s 40% total.

Azran
Sep 3, 2012

And what should one do to be remembered?
Is there any good "general tips" video I could watch?

smarxist
Jul 26, 2018

by Fluffdaddy
Just lost another hospital in Flemington before I could hit the 2 million value requirement for 2 stars. Everything goes great until I get to hospital level 17 or so and valuation 1.8 million is where I got up to, then the GP queue death spiral starts and I can never funnel enough people into treatment to get out of the hole and have to purge near-dead people constantly.

This time I got 4 doctors to GP 3 skill, plenty of diag rooms and all the food/drink/bathrooms I could cram in, and it still happens somewhere along the line.

Here's my failed hospital if anyone has critiques/pointers, I'd be open to them:

First wing of the hospital:


Second wing


Third


Fourth


Fifth


Doctors


Nurses


I did a small sampling of the patients currently in queue for GP, all are new arrivals, or people bouncing back from 1 diagnosis room to get their treatment set up (diag is at 100%). I just... don't know what the gently caress to do or where I'm losing the thread. I have like, 15 GP rooms in this hospital and it's never enough to keep things moving.

The patients get VERY unhappy by not taking advantage of plentiful food/drink sources and their health craters. I feel like just as there was a problem with nurses not attending wards properly, the patients aren't seeing to their own god damned needs enough.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Honestly it looks like you are expanding way too much to me at a glance.

This was my Flemington when I hit 3 Stars. I do use medicine cabinets but I limit it to 15 a room, which is the same as 1 point of GP/Psych/etc.



Also every room in your hospital should really be prestige 5, even if not right as you build them. As much as it’s kind of gimmicky to place all those items it’s just way, way too good for offsetting unhappiness and drives hospital attractiveness and patient happiness through the roof. Even your hallways should have plenty of posters/awards/plants.

Mazz fucked around with this message at 04:21 on Sep 18, 2018

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

I'm nothing even close to an expert, or even good really, but I noticed my more successful hospitals are the ones where I take it slow, barely expand, and avoid redundancy in staff/rooms unless there is large patient demand for it. Eventually my core of doctors/nurses gets skilled enough to handle big numbers.

When I stopped building well in advance of current demand is when things got easier for me, current level gimmick not included. Keeping hospital level low seems to be an advantage as you have less patients and simpler diseases to deal with.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Start filtering your staff into their specializations; GPs/Treatment/Psych and Ward/Treatment (sometimes specializing further here with Injection and Pharmacy)/Diag for doctors and nurses, respectively. Aggressively keep on top of their training so that are the best staff at their specialty, especially those in GP, Psych, Ward and Diagnostics (in approximately that priority) because they reduce the queue bouncing. Treatment can be put off for later because they will pay even for failure or death.

You've got benches EVERYWHERE, particularly in places where there are no queues. This coupled with narrow hallways in your first building means it's difficult to navigate from one point to another. You have a lot of multiple rooms, is there a reason for having them because I'm not seeing any queue warnings on top of say Cardio or the General Diagnosis ones? And your wards are too big for the number of patients using them.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

ShriekingMarxist posted:

Just lost another hospital in Flemington before I could hit the 2 million value requirement for 2 stars. Everything goes great until I get to hospital level 17 or so and valuation 1.8 million is where I got up to, then the GP queue death spiral starts and I can never funnel enough people into treatment to get out of the hole and have to purge near-dead people constantly.

This time I got 4 doctors to GP 3 skill, plenty of diag rooms and all the food/drink/bathrooms I could cram in, and it still happens somewhere along the line.

Here's my failed hospital if anyone has critiques/pointers, I'd be open to them:

<snip>

I did a small sampling of the patients currently in queue for GP, all are new arrivals, or people bouncing back from 1 diagnosis room to get their treatment set up (diag is at 100%). I just... don't know what the gently caress to do or where I'm losing the thread. I have like, 15 GP rooms in this hospital and it's never enough to keep things moving.

The patients get VERY unhappy by not taking advantage of plentiful food/drink sources and their health craters. I feel like just as there was a problem with nurses not attending wards properly, the patients aren't seeing to their own god damned needs enough.

From just looking through the screenshots it looks like the hospital is super overstaffed; but at the same time there's multiple rooms that appear to be unused or missing staff members. Your two staff rooms are also empty. I honestly don't know what's going on...

The first thing I would to is jack prices up, like 20-30%, to help discourage more patients from coming in. Then, go through your roster and start culling extra staff. You could probably lose a few of everything without feeling too much pain; especially among assistants and janitors. Doctors also cost a fortune so pick a few with a useless mix of skills and make sure the rest are set to only staff positions they're strongest in so they can help clear queues faster. It looks like you have too many therapists since most of those rooms appear empty in your screenshots.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Knobb Manwich posted:

I'm nothing even close to an expert, or even good really, but I noticed my more successful hospitals are the ones where I take it slow, barely expand, and avoid redundancy in staff/rooms unless there is large patient demand for it. Eventually my core of doctors/nurses gets skilled enough to handle big numbers.

When I stopped building well in advance of current demand is when things got easier for me, current level gimmick not included. Keeping hospital level low seems to be an advantage as you have less patients and simpler diseases to deal with.

Definitely agree, especially at the start of levels. Shooting up to like hospital level 6 on say, Smogley, introduces 4 new diseases at once. Below that it's all Ward patients. The higher levels really start to matter later on, so push too far too fast only gets worse.

EDIT: I have the game open so here is another comparison Flemington shot:



Also at the time of that photo my hospital value is nearly 7.5 million so I think you need to just rethink your approach to expansion and room design.

Mazz fucked around with this message at 04:27 on Sep 18, 2018

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

E: You're stacking medicine cabinets, you don't count. :colbert: Alternatively, tell ShriekingMarxist about stacking cabinets.

ShriekingMarxist posted:

I feel like just as there was a problem with nurses not attending wards properly

Also just want to point out that wards were bugged to hell unless you were playing the recent beta patch. I think the fix just went into the main version today.

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Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
15 medicine cabinets is 1 extra level of GP/Psych training. To get 100% diag on hard patients you need like 200.

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