Theme Hospital: Difference between revisions

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- In the build phase, you can get a headstart on your competition and first dibs on the staff pool by reducing the game speed to minimum.
==General Advice==


- The default "tiredness % before allowed to rest" setting is too high. If left as is, your doctors and nurses will eventually get mad and demand insane wages before resigning. Reduce it to 25-30 percent from policy menu and they won't make a peep.  
* Alt-S quicksaves, while the 1-5 keys control game speed. Dropping speed to Slowest for a bit is handy in many situation like when building rooms, recruiting people at the start of a month, and dealing with crises.


- Research all machines first.
* With a machine or person selected, right-clicking the name of the machine or the small image of the person lets you scroll through all machines/people of that type.


- Leave room for more GP's offices for when the hospital gets busy.
* Avoid casualties; Avoid guessing at cures at anything below ~95% odds and don't accept emergencies you're not confident in handling. Move patients in bad shape in front of the queue, or send them away if you think they won't make it in time.


- The effectiveness of specialist training is divided between all students present. 1-on-1 instruction with lots of bookshelves is the fastest method.
* A combination of drink machines and radiators in your waiting areas brings in good extra revenue. Just don't forget to build toilets, and include some extra space and plants in crowded areas to reduce vomiting.


- Avoid casualties; don't botch emergencies or guess with the diagnosis. If you go the whole year without any patient deaths, you get a fat $10,000 bonus.
* Machine durability equals '''Strength minus Times Used''', visible in the bottom right. Scroll through your machines occasionally to check their status as an earthquake can destroy ones with ~5 durability or less. Handyman repair restores Times Used to 0 but reduces Strength by 1, while hardware replacement restores both and applies any Strength upgrades you've researched.


- Putting consultants in the GP's office will solve 90% of cases, or get you 90% of a full diagnosis. It's great for weeding out the cheap and easy diseases.
* Focus your research on cure and diagnosis rooms first with a side of drug improvement. F4 is the research screen hotkey.


- At the beginning of every level, press 1 to slow the game speed down, plonk a reception desk & receptionist down. You only need 1 very good receptionist usually in a level. Then click on the hand above the timer to get your hospital going straight away. Continue in the slow speed till you have a GP office and you have hired every competent doctor possible. Note always hire 2 surgeons when you can even if they are rubbish. Sometimes I find it take months till another pops in the hire pool for some reason. 3 returns to normal game speed.
* Depending on where you've bought the game the default sound card settings might give you low-quality MIDI music (if you're not sure, this is probably the case). Here is a link to a thread on the GOG community forums to improve it: https://www.gog.com/forum/theme_hospital/fixing_the_dreadful_default_midi_rendition


- Layout is very, very important. Clicking on the map button at the bottom of the screen shows other areas on the ground you can buy (as well as change heating level for radiators btw) Look and plan areas to use for specific needs. Like one area just for diagnostic areas, another for GP offices, treatments, cures. Build your pharmacy close to your GP office. Build a ward next to operating theatre. And don't make the smallest sized rooms possible, open them up a bit on each axis with windows everywhere as it makes doctors happier and always plonk an extinguisher, radiator, plant and bin in a room. Have 2-4 GP offices after level 3/4 and keep the area outside spacious but with a good amount of benches. This is the busiest area and it’s easy to get a vomiting epidemic going if it is messy or too cluttered for patients.
==Patient & Room Management==


- Don't do emergencies where there are more than 6 people, generally very hard to cure that many in time. Especially as your helipad could be a long way from the treatment room. Send them home if need be, if you cure enough you get some of the cash reward. Just don't let them die in your hospital!
* The normal patient path is Reception -> GP's Office -> Diagnosis -> GP's Office -> Treatment. '''Consultant-level doctors can diagnose simple diseases immediately''', skipping the middle steps. If your diagnosis rooms are far from your initial Office, consider building a new one closer by to reduce crowding and travel time.


- You won't need more than 2-3 nurses in the game. Always have one in the pharmacy and ward.
* Good hospital layout is important. High-activity rooms (GP's Office, Pharmacy, Psychiatrist) should be near the entrance, with Diagnosis rooms close by as well. Ward and Operating Theatre should be close to each other. Clinics are always the final stop for patients, so they can be a bit further away if need be. Staff Rooms should be near workplaces, and toilets near drinking machines.


- If you want staff out of the staff room quickly. Just build sofas, no pool tables etc. Check their moral regularly and give them a bonus as there wage increases can be huge.
* Bigger hospitals will need multiple GP's Offices once queues start building up, so leave space accordingly or move rooms around. Reducing max queue size from the default 6 can help divide people more evenly if one Office is getting swamped.


- If someone is dying in the hospital (skull icon above their head) and you can't cure them in time click on the door of wherever they are queuing, find them in the queue and left or right click on them and you can send them to another hospital! I do think it hurts your competition. If that’s difficult to understand just send them home.
* A bit of room optimization helps a lot in the busier stages. Pay attention to how the staff and patients move around a room and move objects around if they take a lot of unnecessary steps.


- Having no one die in a year nets you an extra $10K, the game boos you when someone dies, find who it is quickly (usually pharmacy) note the game date and maybe reload an earlier save (it does autosave now and then) and send them home near that date.
* Never send incurable patients to the Research Deparment to die, especially as it can glitch your game with certain diseases. Sending them home is safer.


- You can't do much about rats but placing a corridor item over the hole removes it for a while. If there is a hole under a corridor item already then pick it up and put it back to get the same result.
* Epidemics have an annoying bug where the timer runs out instantly if an infected patient steps outdoors, even if it's to move from one hospital building to another. It's possible to still succeed at curing everyone before the inspector's arrival, but sometimes it's better to try and send them home immediately to minimize damages.


- Earthquakes come up after level 6 or 7 so keep the machines repaired or they blow. Every time it is repaired it loses one off its maximum health so replace them now and then completely. A large, large earthquake takes about 5/6 units of health off all machines so watch out for the cure machines they generally start off with low maximum health. The research department gives them a better maximum health level but you need to replace the machine to get it.
==Staff Management==


- Training rooms (from level 5) are great but slow, only a consultant can teach and one with a skill teaches it to other doctors. Try to aim teaching one useless doctor in all the skills for being a consultant psych/surgeon/researcher and then fill it with more rubbish doctors. They will learn all 3 skills before becoming consultants so you can remove them at that time as consultants are expensive to employ.
* Consultants are far faster and better at everything than lower-rank doctors, so always aim to train more of them. Juniors should only be recruited for training, and mid-level Doctors only if you need specialists, are hurting for staff, or can't afford Consultant wages.
 
* Only recruit top-tier Receptionists, Nurses and Handymen unless you have no choice - check back monthly for new picks. Specializing your Handymen for different tasks helps avoid overlap with their duties.
 
* Training Rooms are important, especially in the later stages. Optimally you'll want a Consultant with at least Surgeon/Psychiatrist as a teacher to make more multi-specialized Consultants. Fewer students and more bookcases speed up training, and Juniors learn faster than Doctors while also retaining their low wages.
 
* A Research Department is also critical, staffed by at least one or two Researchers with a Desk or Computer for each. Doctors in Training and Research never go do other tasks, so building a "staff area" consisting of a Training Room, a Research Department and a Staff Room easily accessible from both lets them function mostly autonomously with little downtime. Sometimes Researchers in training will wander over to Research though, so keep an eye out.
 
* Reducing the default "Tiredness% before resting" value in the Policy Screen from the default 60% to 30-40% will eliminate most issues caused by tiredness.
 
* Check your staff morale regularly. If someone's unhappy, give them a 10% cash bonus (not a wage increase) - if that doesn't help, their workplace might be missing a heater or sufficient windows, or they might be overworked.


[[Category:Games]]
[[Category:Games]]

Latest revision as of 10:31, 14 June 2020

General Advice

  • Alt-S quicksaves, while the 1-5 keys control game speed. Dropping speed to Slowest for a bit is handy in many situation like when building rooms, recruiting people at the start of a month, and dealing with crises.
  • With a machine or person selected, right-clicking the name of the machine or the small image of the person lets you scroll through all machines/people of that type.
  • Avoid casualties; Avoid guessing at cures at anything below ~95% odds and don't accept emergencies you're not confident in handling. Move patients in bad shape in front of the queue, or send them away if you think they won't make it in time.
  • A combination of drink machines and radiators in your waiting areas brings in good extra revenue. Just don't forget to build toilets, and include some extra space and plants in crowded areas to reduce vomiting.
  • Machine durability equals Strength minus Times Used, visible in the bottom right. Scroll through your machines occasionally to check their status as an earthquake can destroy ones with ~5 durability or less. Handyman repair restores Times Used to 0 but reduces Strength by 1, while hardware replacement restores both and applies any Strength upgrades you've researched.
  • Focus your research on cure and diagnosis rooms first with a side of drug improvement. F4 is the research screen hotkey.

Patient & Room Management

  • The normal patient path is Reception -> GP's Office -> Diagnosis -> GP's Office -> Treatment. Consultant-level doctors can diagnose simple diseases immediately, skipping the middle steps. If your diagnosis rooms are far from your initial Office, consider building a new one closer by to reduce crowding and travel time.
  • Good hospital layout is important. High-activity rooms (GP's Office, Pharmacy, Psychiatrist) should be near the entrance, with Diagnosis rooms close by as well. Ward and Operating Theatre should be close to each other. Clinics are always the final stop for patients, so they can be a bit further away if need be. Staff Rooms should be near workplaces, and toilets near drinking machines.
  • Bigger hospitals will need multiple GP's Offices once queues start building up, so leave space accordingly or move rooms around. Reducing max queue size from the default 6 can help divide people more evenly if one Office is getting swamped.
  • A bit of room optimization helps a lot in the busier stages. Pay attention to how the staff and patients move around a room and move objects around if they take a lot of unnecessary steps.
  • Never send incurable patients to the Research Deparment to die, especially as it can glitch your game with certain diseases. Sending them home is safer.
  • Epidemics have an annoying bug where the timer runs out instantly if an infected patient steps outdoors, even if it's to move from one hospital building to another. It's possible to still succeed at curing everyone before the inspector's arrival, but sometimes it's better to try and send them home immediately to minimize damages.

Staff Management

  • Consultants are far faster and better at everything than lower-rank doctors, so always aim to train more of them. Juniors should only be recruited for training, and mid-level Doctors only if you need specialists, are hurting for staff, or can't afford Consultant wages.
  • Only recruit top-tier Receptionists, Nurses and Handymen unless you have no choice - check back monthly for new picks. Specializing your Handymen for different tasks helps avoid overlap with their duties.
  • Training Rooms are important, especially in the later stages. Optimally you'll want a Consultant with at least Surgeon/Psychiatrist as a teacher to make more multi-specialized Consultants. Fewer students and more bookcases speed up training, and Juniors learn faster than Doctors while also retaining their low wages.
  • A Research Department is also critical, staffed by at least one or two Researchers with a Desk or Computer for each. Doctors in Training and Research never go do other tasks, so building a "staff area" consisting of a Training Room, a Research Department and a Staff Room easily accessible from both lets them function mostly autonomously with little downtime. Sometimes Researchers in training will wander over to Research though, so keep an eye out.
  • Reducing the default "Tiredness% before resting" value in the Policy Screen from the default 60% to 30-40% will eliminate most issues caused by tiredness.
  • Check your staff morale regularly. If someone's unhappy, give them a 10% cash bonus (not a wage increase) - if that doesn't help, their workplace might be missing a heater or sufficient windows, or they might be overworked.