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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. Go to your prices screen and just jack up your prices like 50% across the board, it'll tank your reputation a bit so you have less patients taxing your ability to serve them while still maintaining a good cash flow. Also, especially in that first building, I would not be surprised if those one tile wide hallways are having some effect on your queues - since characters can't just clip through each other, congestion can legitimately slow down the operation of your hospital. IMO, two-tile wide hallways are the minimum, three is the ideal. And if I have a two-wide hallway I only put benches, vending machines, etc on one side. And looking at your staff, honestly their skills are pretty much a mess, especially your nurses. Your doctors are somewhat better but seriously, while it's an investment that takes a while to really bear fruit, taking a zero-skill student nurse or doctor with good personality traits, and training them up to do only one thing, and one thing well, really pays off in the long run. By the time a hospital is as big as yours you probably should have two or even three training rooms running classes pretty much 24/7. It also makes more sense financially, because newbie specialists are a lot cheaper and just as effective (if not moreso) compared to the fully skilled out guys who you get out of the hiring pool whose skills are all over the place.
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# ? Sep 18, 2018 05:03 |
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# ? Jun 3, 2024 10:48 |
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What's the point of stacking cabinets, again?
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# ? Sep 18, 2018 05:39 |
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Azran posted:What's the point of stacking cabinets, again? Each cabinet gives +1% diagnosis and treatment power. So put 15 in a room and that's +15% diagnosis and treatment power, equal to a full rank in the General Practice skill.
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# ? Sep 18, 2018 05:50 |
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And don't hire extra staff to cover breaks before you have a lot of cash. Extra staff wandering the halls are unnecessary expenses. Don't worry about rooms not working while staff is on break or training unless it's super early in the level. Later on, shutting down a couple of GP offices while you are training the doctors is not a big issue. Patients will either be happy with it, leave in anger or die. Problem solves itself really. If you are going to super-optimize, remove all vending machines, all sources of entertainment and all benches. Patients are either in a room, walking towards a room or standing outside a room. Nothing else. Set toilets to staff only. Patients can take a dump once they are out of your moneyfactory. Treat patients as a walking sack of cash that you want to empty.
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# ? Sep 18, 2018 07:34 |
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Dunno-Lars posted:Treat patients as a walking sack of cash that you want to empty. Jeff Bezos is that you?
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# ? Sep 18, 2018 14:11 |
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Fhqwhgads posted:Jeff Bezos is that you? Can't be, since he mentions his staff getting toilets.
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# ? Sep 18, 2018 15:42 |
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I do wonder what happens if you don't give them a toilet. Sure, you get a mood hit, but pay them a bit more, and maybe they will keep working? I have to try tonight. Sounds like even more efficiency.
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# ? Sep 18, 2018 16:56 |
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I feel like you'd be shooting yourself in the foot given that happy staff get bonuses to diagnose and treatment. Just stick a tiny staff toilet next to your break rooms.
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# ? Sep 18, 2018 17:04 |
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Okay, I started Flemington over with an emphasis on slower growth and reactive building rather than proactive and I'm about to hit 2-stars pretty easily. I think my issue was, once I saw a GP full up in queue, I'd buy another building and throw a couple GP offices into it, then add other rooms that I thought were needed until it was basically full up, which would drive up my hospital level and then bring more and more patients in instead of handling the flow that I had already accumulated. smarxist fucked around with this message at 03:01 on Sep 19, 2018 |
# ? Sep 19, 2018 02:57 |
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I went back to Tumble with the advice of keeping your workforce small and training the gently caress out of them and I blazed up to 2 stars again within an hour with none of the money issues I've had there in the past.
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# ? Sep 19, 2018 03:02 |
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ShriekingMarxist posted:Okay, I started Flemington over with an emphasis on slower growth and reactive building rather than proactive and I'm about to hit 2-stars pretty easily. I redid Flemington last night/today, started completely over as it'd been so long I didn't feel connected to the one star hospital there. This is the entirety of the hospital when I hit 5 mil valuation. Please don't look at my shameful training rooms. I hate training as is so I prefer to get it over with. Turns out marketing is really good, who knew. The three injection rooms were just for powering through the last star requirement. With prices jacked up and marketing for injection, cutting loose some old staff (especially ward nurses, janitors, levelled but unspecialised staff) that weren't really required, it took the valuation up to 5mil. Actually surprised I got away with so few GPs and diagnostic rooms. I hadn't even upgraded cardiology, GD or the Xray fully. e: didn't have any toilets at all until hospital level 8. So much pee and suspicious brown, pinched off cylinders around.
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# ? Sep 19, 2018 03:24 |
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Knobb Manwich posted:I feel like you'd be shooting yourself in the foot given that happy staff get bonuses to diagnose and treatment. Just stick a tiny staff toilet next to your break rooms. You can fix that with enough medicine cabinets. I only have a couple of hospitals that I brute forced with excessive medicine cabinets, I quite enjoy the puzzle of having a functional semi-realistic hospital. But going with a nazi/Amazon view on how to run your business can also be fun :P How much work can I suck out of each staff before they drop dead is the goal here. Funny enough, I went min-max on the public hospital level. Wanted to get it done, as I found it a bit frustrating to begin with. I really enjoyed the level when I was nearing the end, it was really different and pretty cool. Do anyone know what happens if you get a mission to upgrade a machine, but all your machines are upgraded?
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# ? Sep 19, 2018 06:52 |
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Dunno-Lars posted:You can fix that with enough medicine cabinets. You're stuck til you get a new machine and upgrade it I presume. Would be nice if more advanced rooms had more fitting room accessories as a more interesting alternative to certificate spam. Maintenance equipment, blueprints and informational posters for heavy machinery? The research and surgery rooms have some nice bonus stuff, and the clown treatment room. Ghost Leviathan fucked around with this message at 06:59 on Sep 19, 2018 |
# ? Sep 19, 2018 06:56 |
Ghost Leviathan posted:You're stuck til you get a new machine and upgrade it I presume. You can just sell one that’s not being used much. When you buy the replacement it starts at lvl 1.
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# ? Sep 19, 2018 06:57 |
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TK-42-1 posted:You can just sell one that’s not being used much. When you buy the replacement it starts at lvl 1. Yeah it sucks having to micro it like that but I had all my machines upgraded to the max my research would allow for the power plant level by the time I actually hit one star, so I sold off all my old machines and upgraded them again.
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# ? Sep 19, 2018 14:37 |
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Knobb Manwich posted:I redid Flemington last night/today, started completely over as it'd been so long I didn't feel connected to the one star hospital there. This is the entirety of the hospital when I hit 5 mil valuation. Please don't look at my shameful training rooms. I hate training as is so I prefer to get it over with. Nothing shameful there, makes sense that a medical training room would have a built-in medical library full of reference books.
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# ? Sep 19, 2018 18:12 |
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I just build up to three classrooms and have them going pretty much all the time. Apparently, the nurse's skill doesn't matter at all in surgery, they just gotta be there.
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# ? Sep 19, 2018 19:17 |
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I was surprised to see a GP IV pop up on training on one of my doctors that was intensely GP focused. I also failed to get 3 stars on Flemington, petered out around hospital value 3 million I don't know what it is, at a certain point I just can't make enough money. I feel like i need to cut off my staff from the top and just toss in vanilla trainee doctors to get costs down or something.
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# ? Sep 19, 2018 19:22 |
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ShriekingMarxist posted:I was surprised to see a GP IV pop up on training on one of my doctors that was intensely GP focused. It's been said before but jack up your prices a bunch and you'll hit that mark very quickly. Your rep goes down but it won't happen overnight so you'll still be raking in the dough for a bit.
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# ? Sep 19, 2018 19:28 |
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Ghost Leviathan posted:I just build up to three classrooms and have them going pretty much all the time. I thought treatment was the relevant nurse skill for surgery. Also regarding training rooms I've taken to having 2, one for the doctors and nurses and one for the assistants and janitors so I don't feel like I'm wasting time training janitors when I could be dumping more GP ranks into my doctors.
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# ? Sep 19, 2018 19:30 |
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explosivo posted:It's been said before but jack up your prices a bunch and you'll hit that mark very quickly. Your rep goes down but it won't happen overnight so you'll still be raking in the dough for a bit. C'mon you walking sacks of money, give up that dosh!
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# ? Sep 19, 2018 19:31 |
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ShriekingMarxist posted:I was surprised to see a GP IV pop up on training on one of my doctors that was intensely GP focused. Make sure you're marketing for easy, profitable diseases. Injection room/chromatherapy/animal control are really good. Easy diagnosis, solid treatment chance with upgraded machines and level 2/3 nurses stacking treatment. I've started avoiding taking specialised treatment training like injection room/pharmacy etc so my nurses can be equally mediocre everywhere. Ward training is still useful while you're getting ward patients. Prune excess staff, and consider not training everyone everytime. I did a great purge of ward staff after I realised that without marketing I'd get one patient every few months, and there are more profitable diseases to market to. Same with janitors. Level 3 staff are a pretty good balance between mostly competent and not eye-wateringly expensive. My non-marketing assistants are all level 0 with maybe one level of customer service.
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# ? Sep 19, 2018 19:59 |
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Man, 90% cure rate for Melt-downs is rough. I can't kick people out fast enough. Doesn't help that I have a massive queue at all levels of intake - probably need to just up my prices across the board and bring in fewer patients.
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# ? Sep 20, 2018 08:30 |
If you downgrade your hospital rating (through firing staff and selling rooms) does the selection of illnesses you get sent change back to the earlier level too?
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# ? Sep 20, 2018 08:37 |
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Shooting Blanks posted:Man, 90% cure rate for Melt-downs is rough. I can't kick people out fast enough. Doesn't help that I have a massive queue at all levels of intake - probably need to just up my prices across the board and bring in fewer patients. Kicking a patient drops the cure rate %. It's still useful if you do it en masse because you drop a lot of patient dead weight and hopefully the 20 patients that get processed next in an emptier hospital give you the needed percentage. EDIT as to not doublepost: 45th star get. The last level was not particularly difficult, the only problem was that expanding into new buildings cost an arm and a leg. However the buildings (including the starting one) were both quite big and with a reasonable shape (no random narrow hallways). Objectives were quite reasonable too (reputation, hospital value, cure rate, total patients cured). Now, one of the two levels preceding, who thought it was a good idea? 95% staff happiness required ( ) and the level has a map-wide 10% happiness debuff( ). "Solved" that one by saving (and disabling autosave) and firing everyone but a single staff member. The second to last staff member with happiness at 89% was still making me fail the objective. Omobono fucked around with this message at 00:03 on Sep 21, 2018 |
# ? Sep 20, 2018 08:54 |
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Bhodi posted:However, it's really annoying when they accept treatment then refuse to pay, which seems to happen a lot. Yeah, that's what happened to me when I tried that on Tumble to reduce queues / generate some more early game funds - I only raised them like 20% and had like every other fracture patient take up a bed for a year and finally refuse to pay. I was losing more money than ever!!
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# ? Sep 22, 2018 14:15 |
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Another beta patch out, but I can't really tell any difference yet. 3 starred Smogley today after not playing for a week or so, man you get a lot of Surgery patients towards the end. I ended up with 6 rooms before I wasn't having to purge half the surgery queues from low health waiting. Kept playing for awhile past the 3 stars trying to get some of the 5 star skill achievements but they take longer than I thought. Also it's kind of amazing how much better GP Offices do with 3-4 GP skill docs vs 1-2. Fluid analysis has grown on me a little, they seem to do as well as the other high-tech ones but you can get them into 4x3s and they'll take some stress off the Wards/Psychs/DNA. Also nurses instead of doctors, so less pressure on hiring to feed in yet another empty skillset into doctor training. Mazz fucked around with this message at 11:04 on Sep 23, 2018 |
# ? Sep 23, 2018 10:57 |
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I get the impression it's a good idea to have as wide a variety of diagnosis rooms as possible, though I'm not sure why. I usually fit fluid analysis into 3x3, but depends on the map.
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# ? Sep 23, 2018 11:06 |
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As far as I can tell it’s basically just filling up the diag bar based on the treatment power of the rooms vs the disease difficulty, hence why the 200 cabinet GP offices can do it all by themselves. General Diag and Cardio seem very pointless later on because a good GP doctor effectively supersede them. The high tech stuff, Fluid/XRay/MEGA tend to stay okay but are also kind of optional since you can just load up on the rooms that pull double duty in Psych/Wards/DNA. That being said, this can make those double duty rooms really crowded on the maps that have lots of treatment directed at them so keeping some form of pure Diag can help. As mentioned I think I like fluid the most as it uses nurses instead of doctors but is upgradable and in that high tech group with more treatment power than the early ones. At least it seems that way. Also I tend to work around 4x3 as it lets me fit everything I’d want in a room; 10-15 cabinets, coffee, candy, radiatior, plant, etc. you can see above how I try to fit everything into that model except Wards and bathrooms/staff space fillers since they can be 2x#. Mazz fucked around with this message at 11:21 on Sep 23, 2018 |
# ? Sep 23, 2018 11:13 |
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I'm playing Flemington, and for some reason I can't place benches, plants, radiators etc. in the normal hallways of my first building. I can place all items just fine in the rooms themselves, or outside the rooms in my second building, but not in my starting building. Does anybody know what's up with that?
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# ? Sep 23, 2018 15:06 |
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Different ailments are diagnosed at different rates by different diagnosis rooms. Lycanthropy gets 5% from General Diagnosis but 40% from Cardio and 20% from Psychology. Portishead is 20% from the first two but only 5% from Psychology. Jazz Hand is 10% from all three. The medicine cabinets thing works by giving the GP something like a 500% modifier to the final diagnosis percentage, so even on diseases where the GP's Office gives 20% it's still instant diagnosis. The higher end diagnosis rooms feel a lot better because they tend to have high diag% bases for diseases the GP's Office has trouble with. Values are here.
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# ? Sep 23, 2018 15:52 |
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MarquiseMindfang posted:Values are here. this chart is very useful, and should probably be communicated somehow in-game
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# ? Sep 23, 2018 16:10 |
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I'm guessing the game guesses what disease a patient has and refers them to the expected most effective diagnostic room? I put a MEGA Scanner in my hospital and my other diagnostic queues dried up while my MEGA Scanner queue ballooned to a dozen patients instantly, and according to that chart the MEGA Scanner is pretty much the all around most effective diagnostic.
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# ? Sep 23, 2018 16:12 |
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A MEGA scan is also more expensive than a cardio diagnosis, while not being any worse in maintenance I think. So it should bring in more money as well. It really seems as if getting rid of GD and cardio is a good medium term goal.
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# ? Sep 23, 2018 16:18 |
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i just want us to take a moment to appreciate that the DNA lab diagnoses hurty leg and humerus injuries just fine also portishead is diagnosed mainly through the GP, who presumably just eventually reads the patient's address e: jumbo DNA is diagnosed through the mri and not DNA lab? that one's a headscratcher ee: no wait i get it, the dna is actually too big for the lab's equipment
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# ? Sep 23, 2018 16:47 |
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Worth noting when reading that chart, a Level 1 no-skill doctor has a 70% modifier, and so would get 70% diagnosis progress on Verbal Diarrhoea. Every level provides +10% as a default, and skills tell you how much they add, so a Consultant (Level 4) doctor would 100% Verbal Diarrhoea every time with no GP skills. A Level 2 Doctor with 2 levels of Diagnosis would also do it in one. A level 5 Doctor with GP Skill 5 would have 185% modifier and would instantly diagnose everything from Freudian Lips downwards.
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# ? Sep 23, 2018 17:15 |
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Torrannor posted:A MEGA scan is also more expensive than a cardio diagnosis, while not being any worse in maintenance I think. So it should bring in more money as well. It really seems as if getting rid of GD and cardio is a good medium term goal. General Diagnosis hits Gurning Loins and even the Mega Scan at minmaxed diagnosis rates has a significant reduction. Cardio and Fluid Analysis has overlap elsewhere and the X-Ray if you have MEGA Scan qualified doctors, which can all be phased out.
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# ? Sep 23, 2018 17:22 |
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Has anyone looked at length of time a diagnosis takes? Beyond cost, if xray is 2x as fast as the mega scan I'd rather build those plus something else and get a larger volume of people to treatment using the same floor space. Or use one xray plus GD over two megas. Does the GP auto queue people into the room most likely to diagnose them or is it random?
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# ? Sep 23, 2018 17:37 |
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Bhodi posted:Has anyone looked at length of time a diagnosis takes? List here.
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# ? Sep 23, 2018 18:42 |
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# ? Jun 3, 2024 10:48 |
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Surprising to see X-Rays were coming up the most efficient time wise. Also some guy mentioned that MEGA and X-Ray have very high cost returns for a diag room, and that's a valid point as well. Gonna mix it up some for the power plant level since it seems pretty mixed illness wise.
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# ? Sep 23, 2018 20:15 |