War Hospital

War Hospital

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Any strategy/advice?
I keep losing when there's like 2-5 days left due to so many deaths. Even with 3 surgeons and surgery speed upgraded, the surgeries are still backed up. I had to deny many patients and that causes low morale. The patients keep coming and my med teams are exhausted even with 12H shift system. I also don't have enough medical supplies and sometimes food. So, I have to keep relying on draft points near the end. I try my best not to order any supplies for as long as I can. I can never get the pharmacy to be upgraded until they produce all the types. Not that I have enough engineers anyway even if I managed to produce all medicine types.

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Usually the resources get spread too thin. I normally upgrade

Healing
- Surgery Ward -> X-Ray, Amputation Tools, Morgue
- Surgery Ward -> Surgery Ward Enhancement I (to get 3rd surgeon) -> Electromagnet
- Chemical Ward
- Trauma Ward
- Rehabilitation Center -> Rehabilitation Activities
- Casualty Clearing Station -> Shift System
- Casualty Clearing Station ->Advanced Dressing Station -> Standard-Issued Painkillers

Housing
- first level of all nodes

Production
- Canteen -> Stew Brewing Pots
- Engineering Depot -> Watermill
- Engineering Depot -> Autoclave
- Engineering Depot -> High Precision Weights
- Pharmacy -> Distillery
- Pharmacy -> Reagents Production
- Pharmacy -> Abderhalden's Drying Pistol
- Warehouse

Scout
- Scout Tent

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Shift Assignment

Casualty Clearing Station (12H)
- Medic Teams x2
- Nurses x2

Operating Ward (12H)
- Surgeons x3
- Trauma Specialist x1
- Chemical Specialist x1
- Nurses x1

Rehabilitation Center (12H)
- Nurses x2

Advanced Dressing Station (12H)
- Medic Teams x1

Cemetery (12H)
- Medic Teams x2

Pharmacy (12H)
- Engineers x2 for Surgical Supplies
- Engineers x2 for Chemical Medicine Supplies

Engineering Depot(12H)
- Engineers x1 for Alcohol
- Engineers x1 for Food Rations

and 1 Scout
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Showing 1-15 of 22 comments
Sugarcube Battery Jan 13, 2024 @ 5:27am 
Originally posted by Halfshell:
Theres an upgrade under trauma ward for +10% success rate all wards. If you can afford it upgrade chem ward to t2 for the surgery/ chem ward tech, I think avoiding complications is better than increased simplications but not sure. If you can get the t3 surgeon ward, there is the free surgeon but I wasn't able to pull that off. Edit: I think going for t2 in all 3 wards is optimal, all of the shared upgrades are extremely strong. Only, is it possible to last on 2 surgeons until the freebie?

I don't know if producing everything is that valuable, specializing with accompanying tech seems better and then buying what you need from there.

You always have medics stationed at the cemetery? Let the bodies build up if you have to. I'd also prioritize the operating ward over rehab for nurses.

Since you didn't mention skills, make sure to get nurses with operating ward speed. Have 1 surgeon with steady hands handle the lower energy/ fast patients and another with practiced handle more difficult patients. You'll want resilient nurses for the ccs too.

Also don't be afraid to amputate. Think of it this way, its either they die and its a moral hit. Or you can save over half the medicine cost (since it rounds) and save time/ energy to get to more patients!

Get the thomas splint upgrade under ads/ ccs its expensive but op.

Scout tent dogs is cheap. If you can afford it get the 2nd team too, think during the final days you get more casualties if you don't complete scouting.

Edit: Also medics need to clear out the ads wounded asap I have 7 medics.

Something I'm just now realizing, scouts are extremely strong. You have to select 'preview teams' on the scout map, then click the hospital for them to return resources.

Oh, I thought the scouts brought resources automatically lol

Thanks for the advice on other stuff too. I will try again.
cdcdcd172 Jan 13, 2024 @ 5:43am 
I think you need more of the reduce upkeep / effiency buildings. Those 10% really stack up.
I also dont use shifts, manually I can have them working for 16-18h (housing upgrade?) and it is better bonus wise to have all your doctors and nurses in one shift.

Also some genaral tips:
Nurses belong in the ward helping those you can help instead of holding the hands of those you can not. The bonuses for an easy operation are so much more worth it. This is an army no room for cuddling.

I also produce as little as possible in the early game to pay for more upgrades. Being prepared will win the war.

Keep morale over 90%! You can only do it if they belive you can.

Get the wounded into the hospital as soon as possible, during a battle all medics except 1-2 delivering to the wards should be in the trenches. You need to check the wounds as soon as possible and in the hospital they live longer.

Use as little people as possible! For instance the cheap upgarde splints will do as much as 2 of your nurses to prologe lives, forever, 24/7, for 3 drafts or something! If a mashine can do a job let the mashine do it.

And most important dont treat the wounded as humans they are human ressources. That means treatment only for those worth it (2,5 supplies per level). And nobody leaves the hospital above ground, its the trenches or the ditches! You cant afford to feed useless mouths. This is an army losing a total war not a charity!
RobOda Jan 13, 2024 @ 6:31am 
Looking at your list it seems wasteful and stretched wide.

I went with these;

Healing;

X-Ray (25% success? Yes please.)
Morgue - Frees up beds for the dead.

Surgery Ward 2 - important for the next upgrade.
Electromagnet - Surgery time -25% (vital to cut through the queues.)

Chem Ward

Chemical drip - 25% difficulty for both chemical and surgery (Vital upgrade)
Sodium - 50% complications for chem patients.

Trauma Ward:

Lighting system - 10% success rate for ALL operations (vital)

Rehab activities = 10% speed for rehab.

ADS (mandatory really)

Housing

Unless staff VIP come through or you get enough to recruit, I'd leave them to last.

The main priority here is the Amneties (10% less rest)

Productoin

High weights, Autoclave, Pistol - All reduce material needs but raise production speeds etc.

Ideally; Warm Stoves etc (-10% food required)


This is what I have about 3/4 through Chapter 1; 90% of soldiers are sold to HQ for permits.

Food can be kept level by buying it (they're 1 permit per 20 food, which is fantastic) or via scouting. Otherwise, your main production drag is surgery supplies.

Would I bother with other supplies in Chapter 1? No. Gas and Trauma are very minor issues in Chapter 1, so you can get away with buying enough to keep your supplies at 15.

You might up that in Chapter 2, but that's a while off isn't it.

For me, the key is always to reduce production costs, supply usage and so on. Healing is critical - you must beeline for things that make operations faster and safer, so that you you can churn the patients out for more permits basically, but also so you don't backlog and have them all dying on you.
RobOda Jan 13, 2024 @ 10:03am 
Originally posted by Halfshell:
Oh so shifts are permanent once you unlock them? I figured once you had them they can be toggled, that kinda sucks because it would reduce some micro when nothing happens.

Also yeah the people claiming this is rng heavy or "you can play optimally and still lose" have no idea what they're talking about. I made so many, literally mistakes on mistakes on mistakes. Still at sub 50 deaths 1st level with no chance to lose. Sure you can lose a patient that had everything going for them, but thats true to medicine even in the best hospitals.

Edit: @Rob0da: Looks to me like you didn't make full use of scouts because you should be pushing for 1 thing thats higher upgraded than the rest. You float something like 2-3k+ freight supplies off what I am looking at in your build. Its not needed to win but you keep everything besides supplies going into level 2.

I'm progressing on the scout upgrades, it's just slow going at the moment as I got to that part where the train got bombed, and as a consequence none of my order supplies ever turned up. Lol.
Sugarcube Battery Jan 13, 2024 @ 10:55pm 
OP here. I finally beat chapter I. YAY!

I managed to scout all the areas on the map and one of them gave a huge boost to morale and that saved the decreasing morale for me. I expanded scout team to +1 and added a dog. Other than that I just kept an eye on the scout missions and would assign a new one immediately once the current one is done.

I still kept to 12H shifts since I hate micro'ing for it except for the engineers. I needed medical supplies to be constantly produced or it would clog the surgical procedures and the surgeons would get stuck in the operating ward and collapse.

I was waiting for a free doctor but the game decided to be RUDE. I waited as long as I could but then when I requested a new doctor with points, it gave me the free doctor immediately.

I always tried to keep the unit strength to strong and I released like 5 soldiers from service when the morale was really low. Sometimes I had to switch to half rations especially when the train wasn't operating for like a day.

In terms of upgrades, I tried to focus on a few things instead of spreading out like I did initially. I upgraded the Thomas Splint thing as others suggested. Focused on overall passives like decreased usage of raw materials, increased production speed, decreased chances of complications, etc. Only focusing on the production of medical supplies and nothing else.

For skills I focused on general positives like getting tired less, increasing morale overtime, etc.

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If anyone has tips for chapter II, let me know lol
Sugarcube Battery Jan 14, 2024 @ 12:50am 
Originally posted by Halfshell:
How was the shift system btw? Is there anyway to throw everyone on when you need to?

You can switch it to 24H and add in more people if there are any slots. One thing I noticed is that sometimes the shifts (like 8H and 12H) don't calculate correctly when you add/remove people. You need to switch to something else and click on it again. Otherwise, it might assign everyone to like a morning/evening shift instead of spreading them out.
Sugarcube Battery Jan 14, 2024 @ 12:51am 
Oh and how do I use trucks?
Bequez Jan 14, 2024 @ 2:11am 
When it comes to morale looking at medic teams/engineers/nurses preferences helps a lot. In chapter 2 my morale dropped to 7% and after I assigned everyone to work according to their preferences (apart from those who prefered working on shifts, I found it easier to set 24h work time and micromanage assignments to have eneough resources and staf to heal soldiers) the morale improved. There are also some improvements like nutritious meals which can help and sometimes during operations you have some options that improve morale (but you need to have improvements from healing tree).
cdcdcd172 Jan 14, 2024 @ 4:13am 
For moral I really feel like you should focus more on simplifications and "raises moral when working" traits. I often have to use half rations to avoid going over 100% later in Chapter 1.

How many do you guys save? I manage around 140 so around 60%.
cdcdcd172 Jan 14, 2024 @ 8:15am 
More is not really needed, and when there is no battle your medics have plenty of time to rest. The bonuses to carry speed are nice but not as usefull as morale bc molare helps for everyone. Stuff that scales with number of people on the same job is the next best thing as medics are always in big groups. Docs of course need the skills to do their job. Not sure about nurses, the job effectivness seems to only affect recovery or is not shown in wards and ccs.
Engineers traits are bugged I think. If they should use less resources they actually use more, prop there is a - missing somewhere in the formula.
Eltoron Jan 14, 2024 @ 11:20am 
Originally posted by cdcdcd172:
For moral I really feel like you should focus more on simplifications and "raises moral when working" traits. I often have to use half rations to avoid going over 100% later in Chapter 1.

How many do you guys save? I manage around 140 so around 60%.
Something like 60/140 now. And I'm three day before big offensive (an end of chapter 1 right?) Lost a lot of soldiers during train crash because of empty warehouse. Surgeon bonus to simplification chance is huge! Saves a lot of resources, energy, time and morale.
cdcdcd172 Jan 14, 2024 @ 3:51pm 
Yes, I that is the way I played. In Chapter 2 i treated everyone that made it into the hospital. I just wanted to compare to the others as they seem to play less ruthless.
But you are right about not fully filling the trenches. That would allow to funnel even more ressources into building. I might try that some time.
CondorDrake Jan 14, 2024 @ 4:12pm 
I needed a few attempts myself before I found the sweet spot. The key is to produce as much yourself as possible, because the exchange rates for medical supplies at the train station are horrible, and basically every time you use it, you lose ground.

The goal towards end of chapter one is to have two engineers produce surgical supplies, chemical supplies and trauma supplies all the time. You don't need food or alcohol production, they are both cheap on the train exchange and can often be found on the scout map.

Three surgeons, 2 medics and 2 trauma specialists are enough really, if you can afford it, add a 4th surgeon.

Focus on production > housing (up to the 2nd tier) > healing > scouting. Once you get 8 engineers you can basically produce all goods permanently and still have 1-2 engineers left to continue expanding your other buildings. From chapter two on, you have so many freight that you can permanently expand without a problem.

The hardest part is chapter one, if you get most of what I described above going before chapter two starts, the rest will be chill mode. Also try not to reject difficult patients, but amputate / oxygen them instead. It costs only half of the resources but you gain morale instead of losing any.
Morocka Jan 14, 2024 @ 7:23pm 
Not sure how u got this far in the game with so many game breaking bugs
Sugarcube Battery Jan 14, 2024 @ 10:40pm 
Originally posted by Halfshell:
Originally posted by Sugarcube Battery:
Oh and how do I use trucks?
You can use trucks in ch2 but theres only 2 points and you have to scout them (they'll be called a depot and look different) so don't get trucks until you find those. Someone said theres 1 in ch1 but either hard to find or its locked behind a questionable choice.

Make sure you're careful on the scout map btw, like roleplay that ♥♥♥♥!

Edit: The skull icon on the ccs patient review thing. Its supposed to say they're going to bleedout/ etc, but it can be wrong. Nurse changes will update patient status too!

Oh, I didn't know this about trucks. Thanks. I don't think I've run into it so far during scouting.
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