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Here's how the other roles have changed: Nurses: Like modern medicine today, gone now are the days when doctors handled just about everything in the hospital, while nurses where confined to a few simple roles like working the Pharmacy and the Ward. In Two Point Hospital, nurses will handle a large amount of diagnosis and quite a bit of treatment. Assistants : In Theme Hospital, all you really looked for in a Receptionist was how high her skill level was - you placed her behind the desk, and you never heard from her ever again.
Receptionists have now evolved into Assistants. They still staff reception, but now they have needs! You can now be put them to use in a Marketing office to attract more patients, patients with a certain disease, or attract staff candidates with certain qualifications to your hiring list. They also staff new unlocked kiosks and rooms like the Newsagent, Gift Shop, and Café! A good team of assistants is now an important part of your hospital, and they matter even more for a hospital full of happy patients! Janitors: Janitors also got an upgrade. They're still tasked with sweeping the litter up, taking care of plants, and upgrading machines like before, but they do a little more now.
When patients die in Two Point Hospital, there is now a chance they will become a ghost, and your appropriately trained janitors will be the ones to vacuum them up. Because of their versatility, senior janitors also make great trainers for the rest of the staff that can be easily pulled off the hospital floor, but more on that in the Training section. You now can research the X-Ray once, and it's available across all hospitals in the game - this applies to advanced upgrades as well, which are enhancements to certain machines. Those upgrades however, still need to be carried out by a Janitor each time the machine is built.
Cures for pharmacy drugs are no longer handled directly by a research item, but are rather factored in by a combination of the pharmacy machine's level, the staff member's level, and a disease difficulty. More on this in the Chance of Cure section. But suffice it to say: even the illnesses have gotten smarter. Machines that can be upgraded have two separated upgrades.
Some are also unlocks for obtaining two-star or three-star hospitals. Patients aren't paper thin and can walk right past each other anymore, they'll collide instead! Corridors will need to be wider to be effective. Much larger hospitals also mean that in addition to being good at cures, you're going to have to become an expert on reducing the total length your patients will need to walk. Most in the game are decorative, but do feel like they belong in a proper hospital. Others have actual benefits to the room and upgrade its treatment, diagnosis, or research power.
Some help your patients out. And some are just plain cool. This also leads to a new concept of Room Prestige. It's expanded to more than just making big rooms with windows and plants. Your staff will actually be happier in a higher prestige room. With the game's reward currency, Kudosh, you'll be able to unlock even more items to give your staff these buffs to happiness. Patients do not form orderly queues while waiting for Reception anymore.
They'll just line up one behind the other in proper queues rather than have a seat and politely wait for their turn. Research and equipment upgrades from later levels can be retroactively applied to earlier hospitals to make them run more smoothly Two surgeons no longer required in operating theater - A surgically-trained doctor and nurse will now do the job.
You can now have multiple staff members working in certain rooms outside of the research room, such as the Ward or Marketing Office - in addition to simply having this only in the Research Lab, you can now expand this to areas like the wards where an onslaught of patients can be accommodated. Important Game Concepts Although the game does a great job of showing you the basics, the ultimate goal of the game is to obtain three stars for each level. This particular page is aimed at players who want to quickly understand how many complicated systems work together to make your hospital efficient. Take a few minutes to read my thoughts here on these vital game concepts.
The Patient Process This is term I give to the sequence of rooms your patients go to during their hospital visit. It's always the same. I'll talk briefly in each section about how to make that particular part of your hospital function efficiently: 1 Reception The very first section of your hospital patients will come to will be your Reception area. Once you complete your first star in the third level, Flottering, you'll then unlock a Reception "room" which allows you to stack multiple Reception pods into one larger desk item that you can make whatever size you wish. Patients will form a line behind the desk, which often stretches a good tiles back when it hits people at a time. While you're starting out, these will be small. As you grow into having 50, , and even larger numbers of patients, you'll need to update the design of these as well and plan for a larger area to minimize the number of collisions.
Plan for the fact that your patients numbers will grow. Make sure to re-organize your reception desk into new areas and larger corridors to plan for the fact that eventually, there will be at least 10 given patients standing waiting to be checked in over time. In general, you'll need to re-design the area at each new star you gain. Going to a one-star layout, you might need to simply move the desk to accommodate more patients. Getting to a second and third star often means an entire re-design of the Reception area to accommodate a large number of patients or sometimes even a designated second or third Reception area!
For the first two levels, there isn't anything you can do about your staffs' qualifications until you reach the ability to train your staff in Flottering. In general, for your first three levels, a couple of Reception desks will suffice. A good reception area should also include plenty of amenities for patients who are just coming in. Patients' happiness and health starts ticking downward from the second that they enter the hospital, so supplementing your Reception areas will vending machines and entertainment options will help keep the needs up until a GP can start diagnosing them.
Here's a few tips to help you get started: Even a doctor with no qualifications can do a pretty good job with basic disease, so even hiring an unqualified doctor will still be helpful in your first couple of levels and for your first couple of stars. Don't rush to hire the most qualified doctor straight out the door! Be sure to read the next section below on Qualifications to better understand it! That being said, if you have a choice between a doctor with no qualificaitons and a doctor with a General Practice I qualification, it would be better in the long run to hire the one with the qualification because they'll accomplish a higher percentage of diagnosis with each visit.
Just because a patient has a visually obvious disease like Lightheadedness or Mock Star , that doesn't mean that the game considers it an easy diagnosis. Each disease has its own parameters and requires a certain degree of confidence to cure, some of which can require an appropriate diagnosis room. You should prioritize unlocking the Medicine Cabinet with your first few hundred Kudosh. It is an easy to place item that helps boost the speed that patients are diagnosed. For the first few levels, your GPs should be well equipped to handle the patient load in the hospital. As you approach the second region and beyond, you'll want to take some time to familiarize yourself with "Fast Track" diagnosis, which I'll discuss further down the page. As you progress through the game, you unlock more and more diagnosis rooms that are increasinbly expensive and require trained staff members to use.
The more advanced rooms will of course, produce a higher base gain in Diagnosis confidence and charge more money, but that doesn't mean you should abandon the basic diagnosis rooms altogether. All illnesses have preferred diagnosis rooms, and for many of them, it is the basic general diagnosis kind of room. Here are a few things to understand as well: You'll want to make sure that as you start hiring nurses in your first few hospitals, you keep an eye on their Qualifications related to Diagnosis and Ward Management. These two early skills are the most important towards successful diagnosis.
Be sure to hire nurses who have extra skill in that, it will help move patients along more quickly. My layouts that have worked best always kept diagnosis rooms closer to GP's Offices. As you start expanding into more plots, send treatment rooms and staff rooms out to new plots first, and then fill in the vacated areas with more diagnosis rooms. Although you can get away with it a little bit at first, start getting into the habit of using a ratio for diagnosis rooms to GP's offices. If you don't keep them balanced, this will create bottlenecks which can cause multiple patient deaths and rage quitting.
The advanced diagnosis rooms can't diagnose everything! A well-trained diagnostic-oriented nurse will have just as much power as the fancy machines, so don't think advanced machines are always automatically better. Once done with the diagnosis room, the patient will proceed back to a GP's Office where they'll be further sent for more diagnosis or to the appropriate treatment room. This can create a ping-pong effect of patients going back and forth until the disease is figured out, which is a quick way to deplete their health. You want to make sure to make as many improvements to the staff's skill and objects in the room such as with machine upgrades as possible to minimize the number of back-and-forth trips.
The better the treatment doctor or nurse's ability and higher the machine upgrade, the more likely the treatment will succeed and the patient will count as cured. There's a halfway condition called treatment failed where the patient will still be alive, but not have been cured, and then of course, there's a death state if the treatment totally fails. Death announces itself in a hospital with a somber ding, while a cure announces itself with a happy ding. So what can you do to help treatment?
The ability to upgrade machines comes in the second level, Lower Bullocks. You really only need one or two janitors with this ability, so save your money for other staff. Doctor staff applicants who have some level of the Treatment Qualification tend to be more rare as applicants, so when you're building a new staff room, be sure to double up on your hunt for a doctor with credentials to match. You'll want to check the list frequently, and to reject candidates who don't have what you're looking for so that you have the best chance for cure.
When you can start training in Flottering, this becomes a bit easier. It's still very expensive to train Treatment doctors as well, and because their treatment is a bit more specialized, they will take a bit longer to level up. Keep in mind that one treatment doctor can comfortably work two rooms at a time unless say, you have an emergency going on. You'll figure out soon enough you can adjust your prices pretty high. As you raise it higher and higher, the chance becomes more likely the patient will Refuse to Pay, and you won't get a cent!
Try not to adjust your prices too much while you're starting out. Be sure that when you start creating specialized treatment areas of your hospital, that you make sure to build a staff room nearby too, this will prevent your staff from having to walk very far. By the time patients reach their treatment room, they are usually in mid-to-low health, so it's basically asking for death if their doctor has to do a mini-marathon to get to the break room. Staff Qualifications and Treatment This concept really isn't explained very well at the beginning of the game, but it starts clicking once you hit Flottering and you've started training your staff.
Each of these ranks has a default level of the doctor's ability to Diagnose or Treat patients. Enabling the Fast Track option can be done through the Finance Menu Policy screen. When it was released, it by far made the biggest difference in the ability for the player to more quickly get through the levels. Policy and the patient has reached the "Fast-Track Diagnosis" percentage, the patient is sent to the appropriate treatment room. Each disease has a different cure calculation. For more information on this, refer to the Chance of Cure portion of the guide. You also have a work-around to the default options by accessing the Patient list or clicking on a given patient directly, and pushing the Send for Treatment button.
Hospital Value and Profit A robust Hospital Value is a seal of approval that your hospital is doing a good job, and your patients are willing to pay good money to be treated successfully! Cure Rate From the second your first patient enters you hospital, the game is constantly comparing the number of patients who are successfully cured to the number of patients that came into the hospital. The game builds this rate from the first patient to the 20th patient, and from there on, keeps calculating it based on how many of the last 20 patients left the hospital with a cured status.
When you look at some of the rooms that are already built in the game, they are a bit larger than the minimum required, and they are also pretty well-decorated. Many players have found that making the rooms a bit smaller will help you win in the long run. Not only will it help you figure out the best layout, but is also helps making your hospital flow a little more effectively since your patients and staff effectively have less distance to walk.
Going smaller also allows you to fit more rooms into buildings which ultimately helps you save a bit of money. So if you're running into issues with building size or bad layout, consider making rooms smaller. Now it is true that larger rooms will make it easier to achieve a higher Room Prestige score which does help with staff happiness as time goes on. Another thing to consider however, is that if you have a level where you're constantly seeing a certain type of patient, you'll perhaps want to make those rooms larger than usual, or to perhaps build multiple rooms. A perfect example of this is detailed in the Tumble level. Except when you can combine multiple staff members into a larger room where possible.
Certain rooms in the game, like the Ward, Fracture Ward, Research Lab, Marketing Room, and Cafe can actually have multiple staff members to work in them at once. To do this, click on the room to open up its information panel, and right there on the pop-up screen, you will see a plus button to assign additional staff members. Experiment with numbers and staffing yourself remember, some hospitals will have a larger influx of certain kinds of patients. I've found in general, that the magic number for wards seems to be about beds divided between 3 staff members. Any larger, and you'll start losing the maximum efficiency of the room and it's worth building a separate room. For a Cafe, no more than 2 assistants should suffice, and for your research room, go with as many researchers as you can reasonably have to turn a profit.
Theme Hospital players will know a doctor is better than a student, and that a consultant is better than a doctor, but probably won't fully understand the difference in dynamics with the new Qualification system. It can now create a situation in which a well-trained junior doctor may actually be better than a senior consultant with minimal training in that specific Qualification. Understanding this, I would recommend when starting each hospital that you take the time to find a good doctor candidate who has at least a GP Level 1 qualification, and a nurse with a Pharmacy Management qualification; rather than just take the first one who comes your way so you can get your hospital rolling. For Janitors, you might also want to find a ghost capture-trained Janitor and the Mechanics qualification wouldn't hurt either to be able to upgrade your machines quickly.
Your bills will be pretty low until you're staffed anyway and considering that you always start each level with a good influx of cash, there's no reason to be hasty and put yourself in a bad position when a little patience pays off. Although it may seem harmless at first when your money is high, your large initial balance will deplete quickly and cause unnecessary financial problems later down the line. So in the early levels, take your time. Your hospital will not grow too fast. These levels are designed to have a slower pace at the beginning of the game.
By the time the training room rolls around, you'll definitely want to use it, as this is the single room that will make your hospital most efficient. But the gist is, with each new level, you'll learn to build better. Some levels have limited space, others have an awkward layout, and some just inundate you with patients. Efficiency here basically means building wide corridors all corridors between rooms and areas of the hospital should be at least 2 tiles wide wherever possible , building multiple sets of corridor objects and amenities to help with patient mood during transit in the hospital, and building your rooms effectively clustered. See the 9 General Rules of Hospital Layout section for further guidelines. Control who goes where! This becomes more of a problem as your staff numbers start growing into the double digits, but basically, if you manage them well from the start, it's less of a problem to begin with.
Of course, the game doesn't mention it until you get nosy and click around all the menus and finally stumble across the screen. Cue the giant "Oh! Well that makes more sense" moment. You can access this screen in two different ways: 1 By clicking on the Staff List under the information pawn sub-menu, and then clicking on the clipboard icon at the bottom center highlighted here in orange 2 By clicking on an individual staff member and clicking on the clipboard icon. The corrected screen is now below. This is the gist of it: by periodically coming to this screen, you can adjust which rooms certain staff members are allowed to be in.
Are you tired of your General Practitioner IV doctor being caught working the Pans Lab which is a treatment room, not utilizing his GP strength , while your Treatment III-qualified doctor is working in the X-Ray room which is a diagnostic room, again not utilizing his strengths , while a brand new junior doctor with no absolutely qualifications is struggling to get any decent diagnosis on critical status patients Buddy! You're in the wrong place! This is exactly what this screen is for. It limits where doctors can go so that they can concentrate on their specialties. You see, you can't just assign a staff member to a given room.
They work around the entire hospital and go where needed. Essentially, they will go work anywhere that they can unless they are told not to. It works with a bunch of simple switches. A yellow switch on the grid means that staff member is allowed to use the room specified, while a grey unselected switch firmly keeps them out. The game will warn you with a red switch if that means there's no capable staff member able to use that room in all of your staff. Like Cardi B says, you do need to be careful - if you don't balance your staff well, you may end up in a bad situation where, for example, you only have two doctors working six different treatment rooms.
Periodically come check on this list and see if you can add to a doctor's abilities as you train them, and if you find yourself short on staff, it's time to hire and train some more! Another good indication of this is the "Needs doctor" icon on map - if you start seeing these, you're running out of staff which has a bottom-line effect on your ability to process patients, and therefore, your money.
Bonus Tip: The game's customization update version 1. This is brilliant because if you keep staff in different outfits based on their Qualifications, you can see at a glance when a staff member who shouldn't be in that room ends up there, and can quickly fix it. See the Staff Attire section for all the most boring information you could ever want to know.
Scan and Surgery room, unlocked in later hospitals, practically print money, you might be tempted to custom-tailor your hospital to be nothing but those. The game itself says that the M. Scan is an Advanced Diagnosis Room after all! But actually, a high-functioning hospital in the later levels will still need all diagnosis and treatment rooms, not just the high-end ones. Believe it or not, some patients and conditions will actually need to be diagnosed in certain basic rooms.
But as you'll learn quickly, the magic number for queues is about 6 people: anything higher than 6 people will start causing backup issues with the whole patient process. But take note of two things: A. While it may help overall building a new type of diagnosis room by giving doctors another option, that existing demand for the cardiology won't just go down just because there's a new type of room. There may be specific patients who need to be sent there. I'd recommend building the requested room first and then expanding into other types of rooms. Make sure you have an extra qualified staff person to staff the room! If not, make sure to train one up or wait for a better option before building it.
For example, a GP's office that is staffed by an untrained junior doctor will have a very small impact on large queues as they'll be unable to diagnose very much. This ultimately stops people from dying before they reach their treatment, so trust me, you want to do this. There is a kernel of truth to this. But there is a hidden important feature to a high room prestige - it boosts your staff's happiness the higher it goes, which ultimately translates to better diagnoses and treatments.
So, when building rooms, take an extra minute to fill out the room as best as you can. It can be forgotten from time to time as you're expanding to make sure that your temperature remains just right. It makes a notable difference on both your patients' comfort and staffs' comfort, ultimately their happiness, which of course, means more money for you! Don't be in a rush to build everything immediately. A big cause of failing levels for me was getting too greedy. On one extreme, you can wait until you absolutely must build each and every room to do so, but it also comes with the risk of not planning well for future patients and future growth.
On the other extreme, you can build too much too quickly and very quickly find yourself in debt month after month. So a happy balance is to have a general idea of how each hospital should flow, and work slowly and steadily towards that goal. You'll need to account for both present patient levels and anticipate increases in patient traffic and necessary rooms with each Hospital Level increase. If you're spending too much, you'll need to dial back and allow more patients to come in. This month-over-month profit is also one of the biggest contributors to the Hospital Value, which is a big target goal for many hospitals. Another rule of thumb I'll use is that if I see that I have a new disease I can't cure, especially one that requires an expensive cure room just once, I'll ignore it.
However, when I see it three times consistently within a month, I'll know that I now have enough patients coming in that it needs to be built as a priority. I can justify that cost with the amount I'll make back in treatment, so I'll build it then. The training room unlocked in Level 3, Flottering wil be covered in its own section, Training , but it's the secret to turning a good hospital into an excellent hospital.
The marketing room unlocked in Level 6, Flemington is a great bargain for increasing your reputation which is quite often, a goal you'll need to meet , increasing a certain patient type for financial gain or winning a level , or for increasing your hiring pool to better staff your hospital. Although it seems trivial and you feel like you can justify not building it with your initial build, just do yourself a favor and build it with all your other initial rooms. Once you start getting a feel for its power, you will like it! Each new star level demands new objectives, and typically speaking, a 1-star hospital can be won with a few buildings and without a strict layout. A 2-star hospital will usually have buildings and require a better layout.
A 3-star hospital should be pretty darn efficient in its layout. So don't think you can just get that first star and cruise - you will have to improve your hospital, and with new buildings, you'll need to efficiently lay out your hospital too. But that's what this guide is for, you know? The 9 General Rules of Hospital Layout Now that we've talked about the patient process, I want to tell you nine rules that sum up what I've found is consistent across my three-star hospitals across the game. There are of course, exceptions, as each level is a bit different, but overall, I've found the following rules work like a charm for layout, and as you find your own comfort level, you'll find your own tricks.
Even when you start your hospital with one building, the same basic ideas will still apply. As you expand, keep moving rooms to be most efficient. Rule 1 Place GPs Offices as close to the entrance as possible When you first start your hospital, all the rooms will be crammed into one plot. But the first important link you want to make is that you want your GP's Offices to stay close to reception and the main entrances, no matter what. A close second corollary below , you'll want to try to keep diagnosis rooms close to GP's offices. This will allow for better patient flow. Your levels will naturally evolve. Some levels will have multiple entrances. As you do so, you'll expand your Reception areas too, and you might even end up placing additional reception areas.
As your level evolves, there's this general trend of pushing everything else away from the main entrance and into the new buildings, keeping the "heart" of the hospital firmly tied to GPs and diagnosis. In later levels, I commonly had two, in one case, even three buildings that were pretty much just GP's Offices. As your hospital grows, your GPs' ability to handle all patients in a timely manner will get worse, and as such, you'll need to constantly be on the lookout for more space and General Practice-qualified doctors. Just about all hospitals hit this point of "too many patients! Be sure to check out the page on GP Queues for dealing with this problem endemic to all levels and games at some point. GP Queues in general have admittedly gotten better in recent months as the development team keeps optimizing the game.
Rule 2 Diagnosis rooms should go closer to the GP's Office when possible As your hospital slowly expands, you'll inevitably need to increase your GPs' Offices. As you do so, you'll expand to other buildings. But when you do so, try to keep GP's offices and diagnosis rooms as close as you can, sending treatment rooms and administrative rooms further away. For me, I'll usually buy new plots so I can push treatment rooms to those new areas, and then go in and backfill that now-vacant space with more diagnosis rooms closer to the entrance of the hospital - this ultimately allows for better patient care.
Rule 3 Try to keep a Ratio of GP's Offices to Diagnosis Rooms By nature of the patient process, the larger part of their time in the hospital will be spent between a GP to "sign off" on their treatment and effective diagnosis rooms. As your hospital grows, you'll need to expand the number of diagnosis rooms, although a good hospital can get by with one or even a few of a certain treatment room.
So make sure as you build new GP's Offices, that you build a corresponding diagnosis room. Another key point? If you start seeing queues for a certain type of room - build more of that room. There's a reason there's a queue! Rule 4 GP "field offices" for diagnosis rooms that must by necessity be built far away There are some cases where you may have to build a second set of diagnosis rooms further away from the core area of your hospital. Perhaps there's no space in a nearby building, but you've got some extra real estate on the other side of the map. When you do so, consider the same rules, and make sure you cluster a GP's Office with that remote area. How many GPs Offices depends on how many rooms you're building in the second area. The ratio may not be practical if it's just two or three rooms that aren't seeing many patients.
Again, your queues and their length are a good sign of how effective your layout is. Simply change whatever is not working. Rule 5 Hybrid rooms closer than treatment rooms The hybrid rooms such as the Ward, Psychiatry, and DNA Lab share in common that they can both diagnose and treat patients. When building these rooms, try to build two instead of just one to keep the utility of them worth it. These rooms get queues pretty quickly. If you're choking up on too many diagnosis patients while treatment patients are dying, you'll need to better spread the diagnosis duty out. Can you build other types of diagnosis rooms?
You also have the option of making them exclusively Diagnosis or Treatment by clicking on the room and toggling the appropriate buttons. Sometimes, you may even have to get in there yourself and manually move patients in the queue. But you want three stars, right? So you'll have to do it yourself, Mr. Administrator As far as placement, you'll still want these hybrid rooms relatively close, but because they're also treatment rooms, it's OK for them to be a bit further "afield" into your hospital. These would be OK for buildings not immediately next to your main building, but close enough. User Arnizipal has pointed out that patients that are treated in Psychiatry for their disease have a relatively slow Health depletion, so you might also consider spacing those further away.
Rule 6 Level-specific treatment rooms near helipads and closer to the main hospital Each level has its own diseases which are a bit more prevalent, and each level has a certain cycle of patient emergencies that it will go through. While I have them documented to some degree, each level is its own beast, and your hospital is going to be a bit different from mine exactly. But as you go through the level, you'll figure out that you're getting much more of a certain kind of illness, or that you frequently get emergency patients with a certain illness. Tailor your level to this: build multiples of that room for example, Fracture Wards in Tumble.
Similarly, if you're expect a lot of Pharmacy or Shock Horror emergency patients, try to get that room as close to the helipad as you can. Half of an emergency is usually just the patients getting there and getting in, you know? Rule 7 Other treatment rooms further afield Not all hospitals have all diseases, but of those that have many, there is a definite pecking order. Considering that treatment rooms in general are terminal points in the cure process, you want them to be accessible enough that a patient can reach them before dying, but not so close that you're sacrificing space that might be better to used to get patients happier or more diagnosed or treated.
Place the less common ones further away from the main parts of your hospital. Because they don't directly deal with patients in any way, there's no reason for them to occupy prime real estate for patient care. As soon as you're able to, move those rooms back into the dark recesses of your hospital far away from the patients' core areas. Staff rooms are a middle ground. Like the other two rooms, patients will never directly use them.
But on the other hand, if you build them too far away, your staff will spend an unnecessary amount of time simply going to and fro, again tying up patient care and causing additional deaths. Even just a couch and a vending machine will do the trick. For one, you'll want a toilet block in every building, a few vending machines, an entertainment option the Arcade Machine does turn a profit compared to the other options, the Retro Items DLC has added a whole lot more , and plentiful bins to avoid litter problems. The jury is still out on the Cafe, I can't really recommend it until you've really got a nice flowing hospital and can put it in a good central location to the the whole hospital.
And yes, if you deny patients and doctors the toilet, they will urinate and defecate in the corridors. So if you find your announcer complaining about urinating in the corridors or calling Mr. Brown to the roof a usual hospital code for a defecation event in real life , perhaps it's time to check if there's any toilet issues. All of these will keep your patients reasonably happy until they are treated. So don't neglect them! The game also features a reward currency thankfully not a microtransation called Kudosh which you'll obtain for accomplishing certain goals, or through research projects from Mitton University onwards.
For those of you who don't know, dosh is UK slang for money, so it's yet another dumb pun, probably like "cool cash" or something like that. Perhaps it could even be "Kudos" cash. There are some items worth your first investments, and others, that are, well For more information, you can consult the Kudosh Items listing. I personally try not to use it, but a lot of players have found it's an easy way to get there. Brain Chair unlocked from the first Superbug Project " Gyro Nut " - Gives staff a brain boost moodlet which helps them learn faster. You can place this chair in many rooms in place of a normal chair. The sock puppet gets me every time! It never gets old! The other items are nice, but don't boost your game as much.
There's really no shortage of Kudosh in the game,as your Research lab allows you to continually research projects that give you some. However, it doesn't hurt to shop smartly and get the best items first! Before You Build: Staffing Now that we've looked at building a hospital, we need to staff it too, right? Well, all staff aren't created equal. Again, coming from the simple Theme Hospital world, there were roughly three levels of staff and three specialties.
But now, there's so much more, and as you'll discover through playing, it's much better to use training intelligently to train employees the way you want them rather than just accept the hodge-podge of qualifications that usually come your way. You can be easily overpaying by thousands for jack-of-all-trade consultants or senior nurses when an adequately trained doctor or student nurse in the right skill will actually run laps around them, and is usually noticeably cheaper. Of course, this isn't really discussed until a few levels in, so why bother, right? Well, if you at least understand the basics, it helps you make smarter financial decisions from the get-go so that you avoid over-spending and unnecessary deaths.
Here are some basic things to consider with staff: Job Assignment Screen As we detailed with Tip 5 in the 11 Tips for Hospital Success section, be sure you periodically come and check this screen, especially with new doctors with little skill. You'll want to keep appropriately trained doctors and nurses to task. For example, keep nurses specialized in Ward Management working your Wards and Fracture Wards - it's where the bonuses come in best after all. Keep your treatment doctors working the treatment rooms, your GPs working in your GP's office, and for the most part, keep your specialists where they belong.
There's nothing wrong with a few "float" doctors who have multiple skill-sets either! Temporary Staffing There may be times where it may be appropriate to take on staff, not intending to keep them forever. Here are a few situations it might work out: 1 Hiring a jack-of-all-trades consultant to train staff in an undiscovered trait - I've already griped enough about wanting specialist staff, but those jack-of-all-trades can be useful. You can use them to get the skills you want over to a new employee, and then toss that overpriced person out when you're done with them. You be the judge. A free program for Android, by Joynow Studio. The green jacket is looking for a new owner from today, Thursday, April 6, until next Sunday, April 9.
Do you want to be Barbie or Ken? Now you can recreate your own poster thanks to this website. Our neighboring country has just banned the use of ChatGPT within its borders and the Italians have responded en masse. Is the Parliament of the Republic correct? If you don't make it to the end of the month and you think you need help solving your mental health problems, our advice is not to ask ChatGPT. NOYB has created a free tool that allows European Facebook users to request that their personal data not be used for advertising.
Laws concerning the use of this software vary from country to country. We do not encourage or condone the use of this program if it is in violation of these laws. In Softonic we scan all the files hosted on our platform to assess and avoid any potential harm for your device. Our team performs checks each time a new file is uploaded and periodically reviews files to confirm or update their status. This comprehensive process allows us to set a status for any downloadable file as follows:. We have scanned the file and URLs associated with this software program in more than 50 of the world's leading antivirus services; no possible threat has been detected.
Based on our scan system, we have determined that these flags are possibly false positives. It means a benign program is wrongfully flagged as malicious due to an overly broad detection signature or algorithm used in an antivirus program. What do you think about Rise of Civilization? Do you recommend it? Lords Mobile 4.
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