双点医院

双点医院

双点医院

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《双点医院》实用技巧汇总 最近除了一个DLC外都买了,玩了170小时左右,总结了一些小技巧,大家可以根据自己的情况参考。内容比较随意,有疑问或写错的地方欢迎指出! 【室内相关技巧】 1. 提升医院内魅力值,用声波木镶板比较方便。如果因为动线等原因无法放置,推荐使用地毯类物品。(注:提升魅力值才能获得VIP的奖励) 2. 不推荐使用植物、商店类、咖啡馆。因为有很多替代品,而且需要员工,建议医院稳定后再考虑装饰时使用。假设自动售货机有DLC的情况下,推荐选择能量饮料、缓解饮料、开心零食、美食。 如果没有DLC,默认提供的高级自动售货机也可以。 每2台自动售货机搭配1个垃圾桶会比较方便。【建造5级房间时的技巧】 动线附近需要预留放置1个温度相关物品的位置。 将房间的一个角落视为门的位置来进行布局,这样在旋转房间时可以将门移动到两侧角落,会更方便(病房除外)。 想要提升房间的威严或魅力,用金奖相框贴满墙壁是简单的方法。 每个房间都应尽可能多地放置与所需诊断力、治疗力、训练速度相关的物品。例如)训练室>百科词典2书架、解剖模型、解剖海报/精神科>治疗书架、诊断书架 员工所在的房间应放置椅子、手部清洁剂、垃圾桶。(不要放置零食自动贩卖机或咖啡机等食品相关物品,基本用不上) 有治疗患者机器的房间最好放置至少一个灭火器。(起火时可以立即扑灭) 大部分推荐最小房间尺寸,但也可以建造更大的房间 卫生间-后期患者增多时,一个2x3的卫生间无法满足需求。可以多雇佣管理员,但如果建造一个3x3的卫生间,管理员也会更轻松方便。 病房-普通病房在诊断设施不足时会人满为患,所以建大一点也可以。【病房布局】标准病房最小为4x3,但由于无法放置2台病床,建议像普通病房一样设置为4x4或更大尺寸。 【温度提示】建议在医院内放置一个冰泉或火泉,这样就无需关注室外温度。 【房间制冷推荐】优先使用虫洞垃圾桶(时间裂缝DLC)、冰块(佩贝利岛DLC)、小型空调。 【房间制热推荐】使用焚化炉(未知遭遇DLC),根据放置空间选择小型至大型散热器。 【医院概况>政策提示】诊断确定性通常为70%~75%,若想提高周转率,即使降至50%也无影响。只需勾选快速治疗决策和员工自动晋升。 【布局提示】将医生/护士站分开并按区域布置,便于动线管理。从靠近入口的顺序依次为1.诊疗 2.建议按诊断3、治疗的顺序进行布局。 医院每栋建筑最好至少配备1间员工室和1间卫生间。训练室建议建造1间,若需要大量训练则可建造2间以上。 初期若需要资金,可考虑贷款10万美元快速建造研究室并持续进行研究(非必需)。 【员工提示】 员工特性:优先选择具备快速学习或教育、不知疲倦、积极主动、薪资要求低的人,但实际上选择哪类都可以。首要任务是招聘仅掌握当前所需技能的员工。 招聘已掌握需要训练技能的员工,培训后解雇,能以更低成本完成培训。(不过有点麻烦) 升到5级的技能(诊断、治疗等)建议只专注提升其中一个,并在工作中只勾选该技能相关的任务。 管理员推荐技能:幽灵捕获、维修工、维护保养1、耐力训练、激励 辅助人员推荐技能:客户服务1~5或客户服务1~3、耐力训练、激励,或者完全不学习也可以。

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나랏의 말이 외국과 달라 서로 통하지 아니하므로 이런 까닭으로 뭣 모르는 뉴비들이 배우고자 할 바가 있어도 마침내 제 뜻을 능히 펴지 못하는 사람이 많노라. 내가 이를 위해 가엽게 여겨 새로 한글판 가이드를 만드노니 사람마다 하여금 쉽게 익혀 날마다 쓰는 것이 편안하게 하고자 할 따름이니라. 시간이 없어 두서없이 짧게 적음. 내가 이 게임 70시간쯤 플레이 하고 적는 공략이다. 1. 인터넷의 다른 공략을 찾아보면 환자들 동선이 중요하다고 하는데 나중에 가면 다른 증상들과는 동선이 완전히 다른 증상을 가진 자(ex:접수대 -> 진료실 -> 정신과 -> 부활실)들이 나오기 시작하니 환자 동선보다는 직원 동선이 더 중요함. 2. 직원 동선을 만드는건 따로 특별한게 아니라 그냥 같은 기술 가진 사람은 최대한 같은 곳에 모이도록 하는것. 이게 중요함. 방이 붙어 있어야 직원 동선이 줄어듬. 예를 들자면 a. 진료실을 한곳에 몰아서 지어서 진료 스킬을 가진 의사들은 모두 해당지역에만 있도록 하는 것 b. 치료 스킬이 필요한 방을 한 건물에 몰아서 지어서 치료 스킬이 있는 사람들(의사/간호사)이 한곳에 모이도록 하기 c. 정신과 스킬은 정신과 말고는 쓸곳이 없으니 정신과도 몰아서 짓기 등이 있음. 환자는 몰라도 직원 동선이 길어지면 그만큼 일 못하는 시간이 늘어남. 3. 진찰실 xray실 등은 수요가 있어도 만들어 달라는 메세지가 안나오니 만들어 달라는 메세지가 없어도 기본적으로 햐나 이상은 만들어 둘 것. 이후 수요가 늘어나는게 보이면 추가건설 하면 됨. 4. 병원 레벨이 오르면 손님들이 엄청나게 오기 시작하니 늦기전에 진료실은 최소 15개이상 만들어둘 것. 내 경험상 진료실을 20개 넘게 만들었는데도 모자라는 경우가 종종 있었음. 5. 의사/간호사는 한사람이 진료면 진료 치료면 치료 병동이면 병동 진단이면 진단 등 한가지 분야만 맡는것이 좋음. 다만 신입을 가르치기 위한 교사 역할을 할 사람은 필요에 따라 골라도 됨. 6. 직원 교육할떄 처음에는 외부강사를 구하는게 좋으나 나중에 가서 여유가 생기면 "교육자"스킬을 가진 직원을 뽑아서 주로 쓰는 스킬을 배워두게 하는게 돈이 덜 빠짐. 그리고 교육자 스킬을 가진 사람은 이름을 "교사" 같이 바꿔주면 나중에 해당직원을 찾기 쉬움. 7. 연구 스킬을 가진 사람은 필요한 연구를 다 하고나면 해고할 것. 돈 주는 연구같은거 할빠에는 해고 + 연구실 철거해서 다른 시설을 설치하는게 좋음. - 후반가면 공간이 모자란다. 6. 소화기는 1회용. 한번 쓰면 사라진다. 개별적으로 다시 채워줘야 함. 그리고 소화기는 일부 장비 바로 밑에 둘 수 있으니(ex:전화기 밑, 자스민 향 손 세정제 등) 공간절약 하기위해 같이 배치할 것. 생각보다 겹쳐서 쓸 수 있는 장비가 많고 같은 장비들이라도 배치방식에 따라 공간이 절약되기도 함. 7. 방은 무조건 최소사이즈로 만들 것. 나중가면 무조건 공간이 부족해짐. 그리고 가능하면 어떤방이든 5성으로 만들 것. 기분 좋아지는 버프가 있음. 7. 방은 가능하면 5성으로 만들고 커피포트+코코아+의자+소화기+손 세정제+기력회복장치 등 직원편의용 장비는 돈이 되는데로 반드시 넣어줄 것. 8. 화장실이나 직원실은 사람이 엄청나게 모이는 곳이 아니면 최소사이즈로 만들어줘도 됨. 9. 복도가 좁을경우(ex: 폭이 1칸) 해당 복도에는 가급적 아무것도 두지 말 것.(그림 빼고) 10. 사람 많이 모이는 곳의 자판기는 계속 긴 줄이 형성되서 동선을 막으니 자판기를 여러개 배치하던지 아니면 동선 없는곳에 자판기를 둘 것. + 자판기 근처에는 반드시 쓰레기통을 둘 것. 11. 복도에서 ㄱ자로 꺽이는 곳에는 가급적 벤치 등을 배치하지 말 것. 12. 아이템 해금하는거 아무거나 하다보면 나중에 드래그 한다고 후회한다. 한번 해금하면 그거 못 없앰. 가면갈수록 쓰지도 않는 포스터 늘어나는데 환장함. 13. 공간을 5성으로 만들기 위한 가장 효율적 것은 "금상" 액자가 가장 좋음. 14. 창작마당에 올라온 그림/깔개나 유저가 직접 만든 그림/깔개는 가격/명성에 상관없이 효과가 동일함. 15. 방들은 템플릿으로 저장(5성)해놓고 필요할때마다 꺼내쓰자. 다만 편의를 위해서 한쪽벽은 문만 만들고 모두 비워두는게 좋음. 경우에 따라 문 위치 바꿔야함. 이렇게 템플릿 만들때 중요한게 에어콘이 들어가냐, 난로가 들어가냐인데 이럴경우 그냥 난로(혹은 에어콘) 쓰는 미션 다 깨고 다른 거 들어가는 미션 깨러 가는게 좋음. 16. 다른 가이드에 금 화장실, 금 손씻는곳 받는 팁 있으니 그거 확인해서 꼭 받자. 매우 좋더라. 17. 직원 뽑을 때 불결함/갑자기 잠듬/뚱함/악당 등의 나쁜 특징을 가진 사람은 최대한 걸러라. 반대로 매력적인/재미있음/치료사/교사/높은기력/격려 등을 가진 사람은 뽑는게 좋다. 그리고 심쿵병/광대 학생은 있어도 없어도 상관없으나 가급적 뽑지말 것. 광대 학생이 스킬쓰는 시간도 다 돈이다. 18. 효율성 증가/기력증가 스킬은 의사/간호사한테는 절대 가르쳐주지말것. 스킬창 아까움 끝으로..... 화분갖다놓지말라. 물 주는 시간도 다 돈이다. 이상. 2022년 6월 6일 [KOR] Hong-Gil-Dong🔞 씀.

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The staff management options in this game are surprisingly detailed, so this is a short guide based on my experience with optimising the performance of the staff, in case there's something you may have overlooked. Doctors You can split doctors into GPs, Treatment and Research. GPs - GPs focus purely on diagnostics, and obviously the GP diagnosis skill if possible. You want to avoid allowing GPs from working in treatment facilities such as the Pandemic room as without sufficient training they are likely to kill patients leading to a drop in reputation as well as loss of income and morale. Generally speaking, training your GPs is a low priority, as well as their room prestige level, although if you find them overloaded with patients then it can be a good idea to train them instead of hiring more doctors, which is much more expensive. Treatment - You want your treatment doctors to have as high as possible skill in treatment as possible, to minimise deaths. As well as the treatment skill itself, there are various other ways to improve this which isn't so obvious. You want to give your treatment doctors high levels of prestige rooms to give them happiness buffs such as 'amazing room' and 'attractive environment'. Why? Because once they reach 80%+ happiness they gain a further 10% to the treatment skill. Further more you can increase this by another 10% by giving them sufficient break time and keeping them 'energized', also helped by supplying them with energy drinks/coffee. Another important skill is Emotional Intelligence, which can further help you reach that 80% happiness threshold with an additional 10% happiness. Also keep your eye out of other important traits such as 'positive' for another 10% happiness, and it's important to note that each star rank boosts them by a further 10% treatment skill. Above all make it a priority to train your doctors in specialist skills such as psychiatry for a 20% treatment boost. Be sure to uncheck your untrained doctors from working in the treatment rooms and leave the job for the pros. ;) Research - It's important to understand that researchers do not receive a research buff from happiness. It is therefore unecessary to provide them with high prestige facilities. You want to instead fill their rooms with as much research buffing equipment as possible, or you are otherwise fine with keeping their facilities to an absolute minimum. It is best to focus all their skils slots into research, right up to level 5. It's entirely possible to run a hospital solely on research as you gain a £10k grant per research project completed. This is achieved by gunning for the general research project, and you can easily make a tidy profit if you make use of 5 researchers in one room, even if theyr'e at level 1. Nurses You can split Nurses into diagnosis and treatment Diagnosis - Much the same as GP's, set any of these nurses to work in any of the facilites focused on diagnosis, such as general diagnosis and the cardiology. As long as they are not working on any treatments than their training is at a low priority. Treatment - In certain rooms such as the pharmacy and clown clinic which focus on curing patients, you want to ensure your nurses are maxed out in their treatment skill, just the same as with the treatment doctors. Just make sure that you seperately train your specialist staff with the respective skills, such as in the ward, for maximum efficiency. Assistants Assistants are relatively simple to manage as their training is a very low priority, simple put, assistants aren't very important, I apologise for any of you real life receptionists out there... XD One thing you wnat your assistants to be is efficient, as the worst that could happen is to have a long qeue... Well I've tested this and basically how it works is that for each rank and each levels of skill in customer service, your assistants will serve customers faster. Their happiness buff also increases customer service by 20%, as well as another 20% from being energises. So if you want to make sure you can handle the qeues with as few receptionists as possible, then give them high quality surroundings and keep them well rested. Also for this reason it also makes sense to give them the emotional intelligence skill. From my experience hospital reputation isn't particularly difficult to increase, so as of yet I feel like it's not effective to focus on the bedside manner trait with any staff, but I will test this further as I could be wrong. Energy training however could be a good choice to ensure you're hiring as few receptionists as possible. There is another buff that assistants receive from happiness which is +%20 in marketing. Like teaching, marketing is another situational job which can be useful and it makes sense to have separate assistants trained in it. From what I can see, it makes sense to encourage patients of a particular illness then focus your nurse and doctor training to cure that illness, and level up your facilities in that area. I haven't yet experimented with using marketing to boost reputation as I haven't found a need for it, so I'm not sure yet if it's worth it. I don't know if it's just me but reputation just doesn't seem to do much good, I'd like to know if it at least affects the prices people will pay, in which case it would be amazing, but I'm still yet to test this out. Janitors The 2 most important skills for a janitor are the maintenance and speed skills. No other members of staff have to rely so heavily on speed, as janitors need to be in several places at once at all times. Fortunately there are many ways to buff a janitors speed skills, once of which is being energised. Supply them with a coffee maker in the staff room, or an energy drinks machine and watch them dash around the hospital like a junked up lunatic. Also look out for the 'motivated' skill for an extra 20% speed. Happiness doesn't boost their speed, however being unhappy reduces it so be sure to keep them satisfied so as they don't mope about. It can however be a benefit to keep them happy is it gives them a buff to maintenance, particularly for a janitor who's specialised at maintenance tasks. Janitors as well as researchers are the only staff types which don't suffer from negative social traits as they don't interact with patients, so feel free to hire them without repercussions. Teachers As you might have noticed, hiring guest trainers can be a very expensive ordeal. This is why it is important to establish a 5th class of staff type which isn't made so obvious in the game. You can house your own roster of highly trained teachers to train up swathes of junior doctors for absolutely no cost, save for their wages. For this strategy it then becomes important to make your teachers as efficient as possible in order to see returns, such as buffing the teaching skill. Look out for the training masterclass skill, and train up your teachers themselves in this skill for a massive 50% boost. Also look out for the Teacher train which gives another 50% teaching speed buff. There are also several items which boost a room's teaching speed such as certain posters and the anatomy/skeleton display, so add these to your class rooms. There's a $5k payout for every class completed, although it's unclear whether you receive this payout for all of the students in each class, so play around with it. Tips and tricks Not everything is so cut and dry with this game as the systems and mechanics are quite in depth and allow for quite a bit of experimentation. -For example you can create treatment or diagnosis doctors and nurses which instead of being specialised are used as on hand staff which can react to different illnesses. With this strategy you want to focus on the speed skill to ensure they can get around the hospital efficently. -There are also multiple other very useful traits such as 'cheap' and 'tireless' which can save your money in the long run, so look out for these if you're on a budget. The romantic trait can occasionally give your staff a happiness boost when they fall 'in love', and a member of staff also receives a happiness buff if they receive a reward, or cure a patient, to name a few. -Also if you're using a lot of plants to increase the prestige of your rooms, think about allocating them to staff with the green fingers trait so they can alleviate the massive work load from the janitors by watering their own plants. -And lastly, consider placing food and drinks objects for your staff in their rooms so that they can recuperate their hunger/thirst between patients. Although this only works if it's not too busy. Also it's beneficial to keep food and drinks objects within the staff room. Staff when on their break in the staff room receive a constant happiness and energy gain while inside, so you want to keep them in their for as much time as possible, and not have them spending their break running around the hospital. -It is entirely possible to work staff without a staff room by refilling their energy with coffee or energy drinks. This works particularly well with researchers or any staff where happiness is not important. There are however also several items which increase happiness, I've not yet tried this, although this shouldn't be necessary as staff receive a constant happiness gain by working in a high prestige room. Thanks for reading my guide, I hope it was very informative and helps you to get more of this wonderful game. If there's anything important I've missed feel free to drop a comment. I'd love to hear your tips and tricks.

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道具堆砌才是王道 道具堆砌才是王道: 以下是几个例子: - 金星奖——由于它可以挂在墙上并快速提升房间声望,几乎所有人都喜欢用这个。 - 训练室里的解剖模型——通过建造一个超大的训练室并在里面摆满解剖模型,你就能以极快的速度培训员工。 声望值与推荐道具: 便利设施: 能量饮料机——能让员工获得能量提升。放置在员工休息室时效果显著: 豪华零食机 - 减少补货次数 大垃圾桶 - 减少倒垃圾的次数 洗手液 - 有助于提升卫生水平 - 几乎可以放置在任何地方 街机 - 最佳娱乐方式,还能盈利且不产生垃圾 糖果分配器 - 能提升心情和缓解饥饿,放置在房间内时,医生可以稍作零食休息 房间物品: 丝兰 - 基本和普通植物一样,但需要更少的浇水 视力测试海报 - 快速且廉价地提升房间评分的方法 罗夏墨迹海报 - 快速且廉价地提升房间评分的方法 食物金字塔海报 - 快速且廉价地提升房间评分的方法 金星奖章 - 游戏中最“刷屏”的物品 - 能让大多数房间的评分提升到通过在墙上大量放置物品达到5级声望 椅子 - 允许员工在接诊患者间隙休息,可能会有用 药品柜 - 提升治疗/诊断评分1% 咖啡机 - 允许忙碌的员工在接诊患者间隙快速喝杯咖啡休息(仅在没有排队时可用 - 但仍然有用) 治疗书架 - 提升精神科治疗评分1% 研究显示器 - 提升研究速度1% 手术显示器(手术室) - 提升手术治疗评分2% X光板(手术室) - 纯粹为了好玩。那个袜子木偶每次都能逗到我! 其他物品也不错,但对游戏的提升没那么大。游戏中 kudosh( kudosh)其实并不短缺,因为你的研究实验室能让你持续获得。不过,聪明购物总没错!

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So you've managed to ace the first few levels and want to really step it up for the big time? Hopefully this guide will... uh, guide you, I guess, to do just that! Tips for Not Having An Awful Hospital So who am I to tell you your business? Nobody. I picked up this game on launch day and have since dumped an unreasonable amount of time into it. I've never gone bankrupt, and have three-starred every level. A lot of my earlier hospitals are dumb, looking back, and so I decided to share some of my observations and strategies that helped me make them not so dumb. Enjoy! Specialise Staff Training staff is the most important feature in the game. Rather than having jacks-of-all-trades you want masters-of-one. Hire level 1 staff with either no traits or one of the starting traits for a specialist you want. Staff lists should look as follows for a three-star sized hospital. Doctors 5-10 GPs - Level 5 GP - Assigned only to do GP work, with as many offices as you have doctors. I got 3 stars on the last level with 10 GPs. 1-3 Medical Doctors- Level 5 Treatment - Assigned only to operate treatment rooms 2-3 Psychiatrists - Level 5 Psychiatry - Do I really need to spell it out? 1-3 Radiologists - Radiology + Level 4 Diagnostics - Assigned to Xray and MEGA Scan only (but only bother building the MEGA Scan). These are the only solely diagnostic doctor room, and therefore the only reason to have diagnostics on a doctor. 1-2 Surgeons - Level 5 Surgery - Duh 1-4 Geneticists - Genetics + Level 4 Treatment - Assigned to gene labs only. Treating people has a chance to fail, so it's more important to have levels in treatment than diagnostics for genetics work. 0 Researchers - Level 5 Research - Have 3-4 on one map, and as more research unlocks throughout the game, return to that map to research it quickly. Alternatively have one researcher and have them constantly research cash unlocks. Haven't looked in to profitability of this but it's unlikely to be high. Will likely pay for itself but unlikely to be a real income source. Needs further investigation. Nurses 4-6 Diagnosticians - Level 5 Diagnostics - As many as you have diagnostics rooms. 2-3 Medical Nurses - Level 5 Treatment - AVOID pharmacy or injection traits. The extra 10% in one room isn't worth -10% generally. There are a lot of rooms these people will be working in, and illnesses for those rooms generally aren't hard. 2-4 Ward Nurses - Level 5 Ward Management - Ward nurses to beds should be a 1:3 ratio. Get two screens per ward, also. Patients take a while to change and will bottleneck at one screen. Janitors Less important, but prefer to have Ghost Capture, Motivation, and Level 3 Maintainance, with a single Level 5 Mechanic for upgrading machines. Assistants Not important at all. Have 1-2 assistants have marketing skills only and unassign them from all but marketing Specialise Rooms Next to staff, rooms are also very important. Some would say more important. The debate rages. On a basic level, there's no reason not to have every room provide for staff needs while being as small as possible. Hand sanitisers, coffee makers, sweet dispensers, and at least prestige 4 from gold certificates to keep all staff happy and on top of their needs. Being above 80% happiness provides a 10% bonus to all skills and this pays off massively in the long run, especially as a low-level doctor or nurse will have about 40% treatment skill and will be killing one in three patients. Specialise Buildings Staff walking from one room to the next takes a great deal of time. Days even. Rooms are really easy to move and assuming you kept them all as small as possible you'll have a tremendous amount of space by hitting three stars in a hospital. Once you start snowballing, expanding is cheap and you'll be making tons of money based off of what you already have. Pretty early on (by the time you start needing more than two GPs) you should be thinking about how things are laid out. I tend to have: GP Central - A central location where your GPs are kept. Somewhere between 5-8 on them depending on the level. Patients will be constantly returning to GPs, so having these be central is vital. Diagnostics Wing - Either attached to or very nearby GP Central, so that it takes very little time for patients to bounce inbetween. If more than one building is needed for this, have Nurse diagnostics and Doctor diagnostics seperate. The idea is that staff who work in multiple rooms should have those rooms be close together. Rooms which double as Treatment and Diagnostic (psych, genetics, ward) should be with these, so that patients who are there for diagnostics don't need to walk too far to return to GPs. Doctor Treatment - Self-explanitory. Nurse Treatment - Surgery can go here but not vital, as Surgical doctors don't interchange with other treatment rooms, but nurses do. I tend to have my treatment nurses assigned to assist with Surgery though I've read that the nurse's skills don't actually ever matter. These treatment wings can be further away as it should be a patient's last destination in the Hospital Admin Block - Training, research, marketting should be here. Any rooms that patients will never have any need of. As far from the public parts of the hospital as possible. Also a toilet and staff room in every building. The philosophy here is to cut down on staff travel times as much as possible. Use Your Eyes This is a very general tip that leads into the next three. If something isn't working, find out why. Why exactly are queues building up? Is it that there are too many patients? Or are patients running halfway across the hospital to get to a toilet or vending machine? Are staff spending too much time walking around just getting between rooms? Figure out where things are going wrong and why. Most times you won't actually need to build new rooms or hire new staff. Just rearrange. Overprovide for Patient's Needs Patients do not prioritise their own care. They prioritise their base needs. If hungry, thirsty, bored, or needing the toilet, they will leave the queue for a room and deal with that need. They won't lose their place in the queue, however, and will hold up the whole room until they're done. As hospitals get bigger this becomes more of a problem if you only have a few places for these needs to be met. You should have a toilet in every building, ideally with at least four cubicles. You should have two of each vending machine in each building with a bin for each pair. Split them up too, so queues don't blob up and cause traffic jams. Banks of arcade machines in every building should provide for boredom. I find them the best as people will queue up for them and will eventually turn a small profit. No need to maintain or restock either. Gift shops and newsagents make better money but aren't space-efficient and need staff to work. Feasible in GP central maybe, if you can spare the space, but not everywhere. Triage Triage Triage!! You don't have to treat every patient and you aren't expected to. The No Deaths award is by far the most difficult to achieve after your first or second year. Some people are just going to have to go untreated. When queues have built up (and they will), go into the room view and check who's waiting. Patients with no diagnostic progress should be sent home. Cull the reception waiting queue. Don't take on new patients when you're already struggling to provide. Look at patients. If there are any with visible diseases that you aren't ready to treat at all, send them home. This is also a general tip for how to succeed in the early game. Don't build too many rooms too fast, and anyone who looks like they need high-level expensive treatment rooms can go home. Check the hospital-wide patient overview regularly and send home anyone who has red or orange health and is still bouncing around diagnostics. Reprioritise lists so that high-diagnosis lower-health patients are seen sooner. The worst position you can be in is for all incoming patients to get to 80% diagnosed and then run out of health. Diagnostic appointments give money but not enough to turn a decent profit. Treatments are where the money comes from. Best to give up on some of the helpless or excessive patients so that some can actually be seen all the way through to treatment, and then when you have more money in the bank from those treatments, expand the facilities. Somewhat related, emergencies can be a godsend, assuming you have the correct treatment room. 4-7 patients that come fully diagnosed and ready to treat can be worth a lot of money in a short space of time. If their 90 day timer isn't met, the patients don't die or leave, and still wait for treatment. You only need to successfully cure more than half of them in time to get the rep boost and a $10k bonus, and only take a rep hit if this isn't done. Even if the treatments fail and they all die, at least they paid! Know Which Rooms to Avoid Building This is the last of the "use your eyes" tips and is kind of a more vague observation. I can't pretend to fully understand the diagnostic system or how and why certain rooms are chosen by patients to be diagnosed. The only thing I can basically say for certain is that after the GP's Office, each diagnostic room will only be used once by a patient. As far as I can tell, there aren't any rooms that are necessary for diagnoses of certain illnesses. In theory, any and every disease could be diagnosed solely by trips to a sufficiently powerful GP, a powerful General Diagnosis, and a powerful GP again. Look at how each room operates and how effective it is. Pay attention to the animations that play out and how long they take. In summary screw you, Fluid Analysis. The room is expensive, the animation is glacial, and patients are sent with as much priority as the far faster General Diagnosis and Cardiology. After a few hospitals I realised I'd have to either build three of these things or better yet none at all. Patients seem to randomly assign to diagnostic rooms after a GP appointment. Even early on, when each diagnostic appointment only gives around 10% progress, you can quite easily make do with General Diagnosis, Cardiology, Psychiatry, and a small Ward. In the same vein, screw the Gene Lab. The animation is long, it requires a specialist trait to operate, and the fact that it's both a treatment room and diagnostics room mean that patients will flood to it. All in all, massive queues. I tend to avoid building one until I have the funds to build two and fully train a doctor for each one. Cafes are also large wastes of time and patient queueing. Different rooms have different diagnostic strengths as well. A MEGA scanner is far more effective than a General Diagnosis. As your staff hit the higher levels, make sure that your rooms aren't standing idle, and if they are, sell them off. !!WARNING!! DARK HOSPITAL STRATEGIES !!WARNING!! Alright now, we're at Dark Hospital Strategy Hour. For these Dark Strats you will need encyclopaedia bookshelves and medicine cabinets. You'll also need a lot of money. This is something you start doing once the snowball has started rolling, in order to kick it into high gear. Most people use the strategy of spamming gold star certificates about to boost room prestige, since boosting items stack additively. This can be taken to a logical extreme. Presenting: Teaching Neo Kung Fu By Uploading It Directly Into His Brain Get a Training Room, make a teaching area about 3x3, and then make the room much much larger. Like make it 10x3. Fill this empty area with anatomy models and/or Encyclopaedia Bookshelves 2. This will cost several hundred thousand to do, but once done will leave you with a training room that can train any skill in around 10-15 days. Massively cutting down on training time like this means that your staff, especially your high-level staff who are likely doing the teaching, will be kept from working far less, meaning far fewer build-ups of patients in their absence. As long as there isn't an active emergency, anyone can be trained at any time without fear of causing many deaths by delays. I've seen some people recommend this be done with anatomy models but I don't agree. They have the advantage that they don't need to be accessed from the front but you can fit fewer of them in the same space. 2 Bookshelves giving 8% take up very slightly less room than 6 Models giving 6%. Finally: God is a Medicine Cabinet The theory is the same as above. Spamming items giving additive bonuses to vastly improve a room's effectiveness. Filling a GP diagnostic room with medicine cabinets to boost the diagnostic power. But also making that room absurdly large so you can fit ~80. I've yet to test this on a large hospital but in theory far fewer rooms could have a much more dramatic diagnostic effect. I've tested it on Flottering and most people's initial GP appointment gives them 100% diagnostic progress. This could also be used to boost treatment powers of rooms, extremely useful if you have a lot of patients dying after treatment due to low staff skill, and for some reason care about that happening, though of course the best strategy in this regard remains upgrading machines and levelling staff. .

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