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I honestly Have never had a big problem with a death spiral from hospitals, and I have epidemics all the time.
What Population City are you playing on, Are they getting enough food at the same time and water?
Maybe Devs could take another looks at that factor and force highly educated to keep working under such conditions
Here is a mod that adds Decently overpowered hospitals.
https://steamcommunity.com/sharedfiles/filedetails/?id=2215572749&searchtext=
With the labor division the way it is - any university-educated person is qualified to be a doctor, which is much kinder than IRL is - I'm not in favor of just making them work anyway.
A lot of what WRSR comes down to on harder settings is redundancy. Have more hospital capacity than you need, be ready to shut down some industries if need be in an epidemic, things of that nature.
I am strongly of the opinion that these kinds of events are actually quite a bit easier to deal with in the game than reality due to the labor situation. I don't think this is an issue that should be mitigated by changes in the game.
Fair enough, but I've reached having 2 small clinics for a city of <1000 people, which is like 10 medium houses, this seems like too much. And when something tips the balance slightly (a food shortage, which I remedied quickly, for example), you cannot escape the spiral - educated workers get sick, I invite more workers to take their place, they get sick immediately after, and the city is completely dead in a couple of months.
Granted, I play on the highest difficulty, because anything else is OpenTTD level of just painting the map with roads rather than a city builder game, but maybe I should decrease happiness penalty.
You should absolutely play however you enjoy it most. Having said that, this is just factually incorrect.
My biggest suggestion would be that if you have all options on and are trying to have a city of less than a thousand people, then you are almost certainly just trying too hard to stay small. More redundancy is possible if you go bigger than that. Make a somewhat larger city, and give yourself more margin for error. Basically, if you have just enough of everything to handle an optimal situation in which everything is going as intended, then you don't have enough of anything.
Biggest reasons for health problems are: industries too close, trash not picked up, no food, no heat...I'm probably missing some, but how do all of those look?
1 small clinic should be enough at this level still, just need to make sure its staffed to full at all times during the epidemic. You can give the clinic some priority - say, 95% order on the clinic (at bus stations or houses) and rest to "other buildings".
Also depending on how you get the citizens, the education system in place, and how much time have passed, there could be a case where percentage of workers with a degree (possible doctors) can plummet, so rather than asking sick people to work to the bone, give them education and maintain balance in demographic... which circles us back to "not enough population problem again.
Third World immigrants really aren't as bad as you make them sound.
It was a bit tongue-in-cheek. However, in a republic with <1000 residents, you really don't want a high percentage of those, as they don't contribute a lot at all until they are healthy and have at least basic education. Once they get to that stage, they are just as good as any other citizen.
https://steamcommunity.com/sharedfiles/filedetails/?id=3204247216&searchtext=
I agree that you should keep citizens as healthy as you can; it doesn't take that much effort and your citizens will be more productive and live longer with less strain on hospitals and more of a margin to handle epidemics.
So that shop, or hospital that was working fine, with highly productive workers, now needs twice as many people to staff it.
If you were running your shops/ hospitals at max capacity before the problem, you might even have a situation where you don't have enough shops to feed everyone, with low productivity staff, and so the spiral continues.