Theme Hospital Clinic: Room usage
"There's a Patient leaving. The reason? Your poorly run
and badly staffed and equipped hospital!"
The hospital you have to build has to be very usable from the point of view
of your patients and staff. This part of the Clinic gives you counselling
on rooms so that you can design a better hospital.
Some rooms clearly fulfil a single function, others play a more important
role in the running of the hospital, acting as hubs about which patients
flow. It is essential to understand their operation before you go about
designing your level.
The interaction between these rooms forms the basis for any successful
hospital building strategy.
a room runs better with higher skilled staff
grouping identical rooms can help
keep machines in good repair
reduce room usage by setting its queue size to zero
provide a place to sit
provide drinks machines
place plants in rooms
The more skilful the staff person placed in a room then the more quickly that
rooms' operation will be carried out. Consultants are quicker than doctors
who are quicker than juniors. A more accurate judgement can be made by
looking at the skill meter (a green bar between an abacus and computer
on the panel opened when left clicking on the staff member).
Grouping several identical rooms together can make sense when the demand
for those rooms is likely to be high. Patients like to walk the shortest
distance possible and this can lead to the under use of a room. You can
examine room usage by left clicking on its door and looking at the number
of visitors. Usage can also be balanced by reducing the number of people
that can queue before being redirected.
Rooms that use equipment to actively diagnose or cure patients also
require repair. Placing the cursor over the machine shows the strength
and number of times the machine has been used in the right hand side of
the panel. Machines with a low strength need to be repaired more frequently.
When a machine has been used to about half its strength then after repair
it will have a lower strength. If the usage exceeds the strength then the
machine explodes, killing everyone in the room and making that room unusable.
The handymen will repair machines.
One room of several can be 'turned off' by reducing the queue size to
zero. This can be useful if you don't have enough money to buy a replacement
machine and it has either a low strength or is badly damaged. Patients
still occasionally manage to find their way to these rooms, but the room
will be used only when the other rooms of the same type have full queues
- in other words it acts as a spare. You will also hear a PA announcement
that the room needs a doctor.
Patients hate standing, so build areas where they can sit
and wait for a room to become available. Toilet
facilities will stop patients making a mess on the floor, and drinks
machines stop them getting thirsty (but make them need the toilet even
more...) Plants make a room a better working environment for your staff,
so make sure you 'plant' a plant in each.
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patients usually use this room more than once
consider placing near a group of diagnosis rooms
it is better to place an efficient doctor in the room
place one or more near the receptionist to shorten time to first diagnosis
may require queue management and balancing
cure guessed from diagnosis percentage set on hospital policy page
This is the first room that a patient is going to see. In here a doctor will
talk to the patient for a while to see what symptoms they have. Based on
this consult the patient will be dispatched to a diagnosis room for further
analysis or, hopefully, onto a cure.
The skill of the doctor in this room determines how complete a diagnosis
can be made on the patient on each sitting. After the patient has visited
an external diagnosis room they return to a GP's office for further diagnosis.
Understanding that this type of room can be visited more than once
is a key part of designing hospitals. If the second consult hasn't
completed the diagnosis then the patient will be sent out for more tests.
A less skilful doctor will also take longer to conduct a diagnosis and
this can make bottlenecks worse.
Consider using more than one GP's office in an area to ease bottlenecks.
This is particularly important in the later levels when a single office
can't cope with the flow of patients (usually from reception). If you have
a bottleneck you can help balance the load by checking the rooms and forwarding
the patient to another GP's office. Left click on the door to see the queue.
Pick up the person you want to move and drag them into another GP's office.
The level at which a diagnosis is completed is set on the Hospital policy
page. Too low and patients will die because the treatment was not correctly
performed. Too high and patients will be sent out to several treatment
rooms in search of the few extra percent points required to complete the
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diagnosis rooms can be used to direct patients to another part of the hospital
place a GP's office near a cluster of diagnosis rooms to reduce load elsewhere
keep diagnosis rooms in good repair
When a patient has not been fully diagnosed at the GP's office then they
are sent out to a more specialized diagnosis room. Each room has to be
staffed by a doctor, with the exception of the ward which requires a nurse.
Psychiatry requires a doctor with the appropriate qualification.
Once a patient has received their first diagnosis it is often worth
moving them to another part of the hospital. This is easily done by placing
several diagnosis rooms in different wings (plots) of the hospital. Study
how frequently a particular diagnosis room is used and design your hospital
Consider placing another GP's office near a cluster of diagnosis rooms.
Patients do not clog up the area that is managing the patients from reception,
and patients feel they are getting prompt service.
Most diagnosis rooms require repair by a handyman. the only 'free' rooms
are general diagnosis, the ward and psychiatry.
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cured patients leave the hospital immediately
emergency patients move directly to the appropriate clinic
know where the helipad for the arrival of emergency patients is
consider having more than one of each clinic to help balance load
Once cured, a patient will move directly to the nearest exit. They will not
use any of the facilities or burden the hospital in any other way. One
side effect is that it is not necessary to place clinics very close to
the hospital entrance(s).
The drawback is in handling an emergency: patients waste valuable time
walking through the hospital to get to a cure. It is also difficult to
manage these queues because a patient cannot be redirected until they have
actually arrived at the clinic, and all the time the clock is ticking!
You should know where the helipad is and factor it into your hospital design.
When handling emergencies it can also be beneficial to have more than
one clinic of each type. You can either build them 'on demand' (in which
case you should leave space for them) or have them already prepared.
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all cures requiring potions are dispensed here
run by a nurse
consider placing two close together
consider placing near other rooms run by a nurse
The pharmacy is the place where all potions are dispensed by a nurse. In an
emergency (particularly on later levels) you will find that having more
than one pharmacy will allow you to complete with time to spare. There
are a great many diseases requiring a cure at the pharmacy, so the queue
can get quite long at busy times.
There are times when a nurse needs to be summoned to another room, either
to assist in diagnosis or to cure a patient. By keeping nurse operated
rooms closer together you can reduce time spent walking between rooms.
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diagnosis and preparation for surgery
run by a nurse
beds can only be placed next to a wall
place near an operating theatre
The ward fulfils a dual role of diagnosis and treatment. Patients are sent
here for further study while symptoms develop, and also in preparation
for surgery. It requires a nurse to run and is one of the rooms that should
be built early in the level. Patients can spend a fair amount of time in
the ward, more so than other diagnosis rooms.
During its construction you will find that beds can only be placed next
to the wall, so a long rectangular design may be better than a large square.
Place a ward near an operating theatre as these two rooms are closely linked.
A nearby GP's office is also useful.
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used for both patient diagnosis and cure
best placed near a GP's surgery
requires a doctor trained in psychiatry
Diagnosing diseases of the mind and providing a complete cure is the purpose
of this room. It largely stands on its own, is never improved by research,
and has a 100% success rate in curing patients (is this what Freud wanted
to bring to the world?).
Requiring a few 'dedicated' psychiatrists, this is quite a straight
forward room to run. It should be placed close to a GP's office because
of the referrals as part of the diagnosis procedure.
The screen is used by patients cured of King Complex, and it is worth
adding a bookcase and skeleton to make the room run more smoothly.
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requires two surgeons to operate
good source of income
place near ward
Curing conditions with the knife requires two doctors trained in surgery, one
to cut and stitch, the other to operate the anaesthetic.
Procedures here can cost the patient upward of $1000 (provided your
reputation is average or above) and patients requiring surgery are always
present from the start of a level. You can increase you income considerably
by building and staffing one of these rooms.
Operating theatres should be placed near a ward as patients all require
a pre surgery rest there. On later levels consider building at least two operating
theatres, the demand for them can be quite high.
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develops new diagnosis and cure rooms
develops equipment for faster research
improves drug cure percentages and diagnosis/cure machine strength
requires a doctor trained in research
place out of the way of patients, they don't leave
provides a spare stock of doctors for use during rush periods
consider placing a small staff room nearby, and by training
Research rooms are an essential part of completing a level: they give you access
to new diagnosis and cure rooms that you will need to build. Without these
new rooms you can't achieve the required cure percentage to complete a
level. They can also give you better (and more expensive) equipment with
which to conduct research. Sadly, you never get a table with lots of bubbling
potions and glass bulbs heated by bunsen burners!
A research room will improve diagnosis and cure machines in strength,
though you have to buy/replace a machine to gain the benefit of this. All
of this requires one or more doctors with a research qualification to run
One rather gruesome benefit of a research room is the Auto autopsy machine.
It assists research with new clinics for particular diseases. When you
have a patient you cannot cure, one option is to send them here for vivisection.
Probably best done when you have suffered a death already that year and
can stand to take a reputation drop. I've never seen anyone give the poor
patient an anaesthetic first... but then they're going to die anyway, right?
The research room also acts as a small pool of doctors for use when
the hospital is busier that usual. Don't forget to put them back when things
calm down. You might also like to place it near a small staff
room (so researchers don't walk too far to rest) and by the training
room(s) in a far wing of your hospital.
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only one consultant in room at a time
train doctors and juniors in skills
build a large room, trains and promotes doctors quickly
place out of way of patients, they don't visit
provides a spare stock of doctors for use during a rush period
consider placing a small staff room nearby, and by research
Training is the best way to promote your doctors, and the only way to give them
extra skills to service specialist rooms (psychiatry, surgery and research).
A consultant is required to pass his skills onto the students in the room.
Only one consultant can be in the room at a time, so if one of your doctors
is promoted he will leave.
New doctors, particularly the useless juniors, can benefit
from time in training. Each doctor learns it his own rate, but it is
possible for them to be promoted to consultant before they learn new skills.
Junior doctors don't have this problem as they continue to learn when they
are promoted to doctor. Doctors improve their skill in this room very quickly,
particularly if is large and well stocked with items.
This room should be placed well out of the way of patients as they never
need to visit. A small staff room placed nearby will
also help, and for this reason it is a good idea to build near a research
room also. You can take doctors from here and place them in key areas during
a rush of patients. Don't forget to put them back!
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tired staff rest from duty
a larger well equipped room is better
should be easily accessible to staff
patients don't visit this room
can be used as a source of staff during rush periods
Although this room isn't used by patients, it is very important for your staff morale
that you have a staff room. When they have worked for a certain time (set
on the hospital policy screen) then they will retire here until fully rested.
A larger room with plenty of seats and distractions (video games, pool
table, TV) will soon have them recovered.
The room should be placed so that it can be easily reached. In larger
hospitals this means building several rooms or placing one in a very central
position. You can take partially rested staff and use them again during
a rush of patients.
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stop patients peeing on the floor
place several around a large hospital
easily accessible from waiting areas
patients leave the queue when they go to the privy
Much more important on later levels where patients spend a long time in
the hospital, consuming drinks and letting nature take its course. Strategic
placement of a toilet facility can stop them relieving themselves on the
floor. A handyman will clean up the mess, but they'd much rather be doing
other things. You should place a toilet a short walk from most parts of
the hospital, particularly waiting areas.
Patients leave the queue they are in when they go to the privy.
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enable patients to queue more patiently(!)
can help you get a quick idea how many patients are waiting
When a patient is waiting for diagnosis or treatment, they quickly get
annoyed and leave if they have to stand for a long time. By designing waiting
areas (with other embellishments) you can reduce
the number of patients that walk out on you.
A patient friendly waiting area can be of benefit to you as well. You
can see at a glance what areas are getting log jammed and deal with it.
The isometric hospital layout means that some seats are harder to see.
Try to avoid placing seats where the wall partially obscures who is sitting
there (though this is usually honoured in the breach).
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direct patients to GP's office
more than one receptionist can combine to handle a large queue
can be used to redistribute queues
epidemics are over when the health inspector reaches the receptionist
The first port of call for all patients in the hospital is the receptionist.
She directs all patients to the nearby GP's offices and does her best to
make sure they are reasonably well balanced. When the receptionist gets
clogged down a second or third can be added as they can combine to manage
queues if placed close together.
If you don't have time to manage a badly balanced queue situation then
you can force patients to return to the receptionist, and she will help
balance the queues. This adds time to the patients wait and is not guaranteed
to cure the problem. Redirect the patient by selecting them in the room
queue panel with a right click, and then chose send to receptionist from
When a health inspector visits the hospital the epidemic is over when
he reaches the receptionist desk. You could buy yourself some extra time
if the receptionist were placed deeper within the hospital.
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drinks machines help make more money
plants make queues more bearable for patients
place radiators in corridors to cover cold patches
It would be a rather bare hospital if all you ever placed in it were chairs,
doctors and rooms. By adding features you make the patients stay more bearable:
effectively giving you longer queues.
A drinks machine will help you make more money and stop the patients
thirst from driving them out. They work best in conjunction with waiting
areas, patients only have to walk a short distance to get what they
need. Make sure that you don't create any blockages when the machine is
Adding a plant to a waiting area also improves patient disposition,
but make sure that your handymen are set to water them frequently enough.
Dying plants tend to remind patients why they're in the hospital in the
If you have cold patches in your waiting areas then your patients will
be unhappy. Add radiators to cure the problem, and if you want to keep
the area as aesthetically pleasing as possible then place them on the end
of bench rows or next to drinks machines/plants.
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