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The faster a person is diagnosed the fewer rooms they will visit, the faster they will pay for treatment and stop filling up your wait times
If a patient makes it through all available diagnostic room types without a full diagnosis you fail and can't treat them, they tied up all your wait times and won't even be paying for treatment which is the big money, they just leave
You should have one of each diagnostic type available and then more of whichever is being used the most, assuming your gp's are skilled enough to be sending them to the right room for each disease.Every hospital will have different diagnostic and treatment rooms that get used the most based on local sickness types
As for diagnostic boosting items, i usually aim for 10% it's a noticeable improvement without wasting money or floor space trying to get higher.
They will also visit gp again by default before sending to treatment, but you can skip the final gp with the policy settings change
ok so sumary, all illnesses have prefered rooms, but CAN use any, at a penalty, so picking a room type and sticking with it is doable but slows things down conciderably, looks like i got a spreadsheet to make so see which rooms are worth it to me
You can add them as the hospital grows but you really do want them all
As for dna being slow, remember it's both diagnostic and treatment, if you have a lot that need it for diagnostic you should mark one diagnosis only and have another for treatment if needed.
Ward and psychiatrist can also be separated if you are being efficient
Yes you can, but to do it reliably you need GP with 5 GP skill levels and 386 medicine cabinets. Not worth it for most of us, I'd suggest, and because of the space needed, not even possible in most hospitals. It's all explained here: https://steamcommunity.com/sharedfiles/filedetails/?id=1519429114. You can get a spreadsheet with the effectiveness of all diagnostic rooms there too.
My advice is to set up a marketing room that focuses on a particular illness (I like Grey Anatomy, when it's available, unless the scenario needs me to focus on something else). Then set up your diagnostic rooms and treatment rooms to deal mainly with that illness.
Another way to look at it is to realize you don't really need additional diagnosis rooms for the easy to diagnose illnesses, so just build them to deal with the hardest illnesses to diagnose that come into your hospital. And when it comes to the hardest to diagnose illnesses in the main game at least, the Mega Scanner and/or the DNA clinic are usually your best options. That said, Gurning Loins, Goobris and Jellied Feels are arguably the three hardest illnesses to diagnose in the game, and the best diagnosis room for them is General Diagnosis.
I have all my GPs doctor qualification at least GP diagnosis level 3. few of them are already at level 5. I built diagnosis rooms close to the GP office.
yet, my GPs are still overload :(
I'm at Grockle Bay. Any tips?
For that, I suggest you build one or two marketing rooms (fully staffed) and have them work on Pharmacy campaigns. The two pharmacy illnesses you have in this scenario (Verbal Diarrhoea and Misery Guts) are relatively easy to diagnose and cure (maybe have a couple of Cardio rooms to help with Misery Guts), and focusing on these illnesses should make your diagnosis queues clear up and keep your cure rate high. When most of your patients are going to the pharmacy and your diagnosis queues are sorted, you can set the Diagnosis Threshold back to 90.
The illnesses you will encounter here means you should build many different diagnosis rooms. It's not overkill IMO to build all of them, with several copies of the rooms that get used the most. The DNA Lab and M.E.G.A Scan in particular are strongly recommended because they are the best at diagnosing the most troublesome illnesses you'll have to deal with.
A diagnosis in dna lab pays less than a treatment in dna lab
But there is a way to totally skip diagnosis. Think about it, simple illnesses are done in one shot all the time. All you need to do is get that to be played out by the most hardest.