I must admit to much chagrin that before watching your videos on the game, I didn't even realize I could pause the game to set up rooms et al and I've been playing the game ever since it was released! I had no idea there was so much to the game and really appreciate all your helpful videos on it. Good to know at my age (I'm an oldie but a goodie), I can still enjoy relaxing games like this with your help. :-)
I like to split the psychiatry rooms between treatment and diagnosis because I tend to keep all my diagnosis rooms clustered together near the GP offices and then I'll have the treatment rooms spread further away, including a treatment psychiatric room. Great video as always.
I give my researchers Stamina Training, and look for the Tireless trait when possible. The less time they spend on break, the higher chance a "more important" doctor can take a break when they need to. The researcher working longer hours makes up for being a little behind on Research Training.
Hahaha I watched your nurses video and thought the idea of giving them specific outfits for their roles was great - went ahead and did that for all my staff without having watched this video yet. Turns out we picked the exact same outfits for all the doctor types, except I give my radiologists grey stripes
IME, you're missing a trick if you discount DNA room for diagnostics. The Genetics qualification gives doctors a huge boost in diagnostic, even without any training in it, and the amount of % patients jump up when they visit there is substantial. For a room that doubles as treatment and isn't as expensive or space hungry as the megascan, I find it really useful.
I wanted to ask, why give nurses more than 3 treatment slots, because if you're working with fully upgraded machine you're going to hit the treatment cap by then?
I'm still doing my own testing on the numbers. Yes, I have seen the guide (I try to avoid guides generally and research my own strategy) but I want to do my own experiments to confirm its claims. The math may have changed since the guide was written. Depending on my findings, I'll put out a video suggesting updates or revisions to my previously stated strategy.
Can you do a video on temprature? I find it time consuming and cant seem to get it quite right and I'm not sure how important it is to get it just right.
All simple illnesses, yes, but not the harder ones. But the bigger a bite they can take out of the initial diagnosis, the faster you can get them fully diagnosed. The ideal is to have them visit no more than 1 additional diagnosis room after the initial GP's visit, as that way the patient will only touch a GP queue once during their whole visit. Follow-up visits to the GP's office have a much LOWER base diagnostic power compared to the initial visit, so a follow-up visit just snarls queues and isn't actually very effective. A GP V doctor might be overkill on the easier diagnostics, but if you can 70% some of the much harder ones, you'll have a good chance at knocking out that 30% with whatever other room they get sent to, especially if you have the heavy hitters like the DNA, Xray and MEGA scan built and upgraded.
Has anyone had any problems with prices at 50% dropping rep by -1 when patient pays? Min 74%happy. Simple fix was to reduce prices to get full reputation but I haven't gone back to Flemington to see if I could 50% again.
At 50% treatment, you'll still eventually drop your price rep to 0, but it is much slower than if you were charging 100% and you can still keep your overall rep high with good cure rates and maybe a marketing campaign to supplement.
If the base prices for treatments weren't so much larger than the base prices for diagnostics, it might be worth milking patients this way. But even the most expensive diagnostic room has a lower base price than the cheapest treatment. Not to mention all the negative side effects to keeping patients in the hospital longer (crowds, queues, deaths due to health decay)
Not really. The bulk of their time spent during surgery is doing the surgery animation and motivation does not speed up animations, only walking speed. I'd consider it acceptable pollution as it would help them get to and from break faster and onto their operating pad a little faster but I wouldn't go out of my way to train for it.
Having both is good. You're going to be training radiologists anyway so your team of them can be set to work either room and the X-Ray is much faster than the MEGA, so it can take the load off of your MEGA rooms a bit while still leaving the MEGA as an option for those hard illnesses that are easily diagnosed by the MEGA.
If a research doctor researches research, could a research research doctor research the research they've researched? Or would they just go get a cuppa?
I may have missed it, but your hospital never have chairs/seating in the corridors. Is there a reason? It is a time thing? Also drinks machines/snack machines seem a bit sparse compared to my hospital.
I'll be doing a video focusing on corridor design soon. As James Gordon correctly stated, benches are never used because they take up space and slow down patients getting into rooms.
I have benches outside treatment rooms but not diagnostic, honestly depends if it's too busy. I think the more crowded it gets the more chaotic, but use what works best for you.
As of the recording of this video, I did not, but as of the typing of this comment, I do! I try to keep my strategies focused on the core game as I don't want to pin a whole strategy on "Step one: Buy this DLC". Once I've covered everything in the base game I may branch out into some DLC-specific strats. I will be doing a video where I take the wider variety of vending machines into account to see what combinations work well.
I actually went on a bit of an aside but decided to cut that as it wasn't relevant to the video. That test hospital hadn't, up until that point, gotten any empire complex patients until just that moment. So it caught me off guard. :)