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Hey All,

Just wanted to drop a note that I started a new LP on this fun little gem. I upload new episodes on Sunday, Tuesday, Thursday, and Saturday.

Check out the premier episode - [url=]https://www.youtube.com/watch?v=4AVObrhVnVk[/url]

If there are any experts on the game out there, I'd appreciate your insight if I am screwing things up majorly. Otherwise, if you are new to the game, my videos show how to play and have fun with the games hilarious concepts.
Post edited July 10, 2016 by Malkasphia
You seem to be a very efficient LP'er, I will keep an eye on this series.

To spare yourself a lot of headache in the future:

- Immediately when the level loads, hit "1" to set game speed to slowest. It gives you time to lay out the hospital before opening it. "3" is normal game speed.

- The GP's office is extremely important. Make it decently big and ALWAYS try and have a Consultant doctor in there. This way you can often diagnose patients on the very first try and send them straight for treatment. You will bash your head in when you see a Junior or regular Doctor fail to diagnose a Bloaty Head just by looking at him.

- Another point about the GP's office: Patients must visit the GP's office in between every diagnosis room. The pattern for a single patient could be GP's Office >> Ward >> GP's Office >> Psychiatry >> GP's Office >> TREATMENT. Having the GP's office centrally is a good idea. Having more than one office is even better, especially if your diagnosis rooms are spread out.

- Ward and Psychiatry is all the diagnosis you need early in the level if you have a consultant in the GP's office. Most diagnosis rooms are quite useless and should only be used if the best you can find is a regular Doctor.

- Ward next to Operating Theatre. They synergise well and you don't want patients to walk far between the two.

- Research and Staff rooms should be built in another building out of the way. Eventually, the Training room goes there as well. No need for these rooms to clog up space where patients get treated.

- Corridors should be three spaces wide to avoid epidemics. There should be large waiting areas rather than lining the corridors with benches, because those also spread epidemics as patients walk close to other sick patients.
avatar
Sufyan: You seem to be a very efficient LP'er, I will keep an eye on this series.

To spare yourself a lot of headache in the future:

- Immediately when the level loads, hit "1" to set game speed to slowest. It gives you time to lay out the hospital before opening it. "3" is normal game speed.

- The GP's office is extremely important. Make it decently big and ALWAYS try and have a Consultant doctor in there. This way you can often diagnose patients on the very first try and send them straight for treatment. You will bash your head in when you see a Junior or regular Doctor fail to diagnose a Bloaty Head just by looking at him.

- Another point about the GP's office: Patients must visit the GP's office in between every diagnosis room. The pattern for a single patient could be GP's Office >> Ward >> GP's Office >> Psychiatry >> GP's Office >> TREATMENT. Having the GP's office centrally is a good idea. Having more than one office is even better, especially if your diagnosis rooms are spread out.

- Ward and Psychiatry is all the diagnosis you need early in the level if you have a consultant in the GP's office. Most diagnosis rooms are quite useless and should only be used if the best you can find is a regular Doctor.

- Ward next to Operating Theatre. They synergise well and you don't want patients to walk far between the two.

- Research and Staff rooms should be built in another building out of the way. Eventually, the Training room goes there as well. No need for these rooms to clog up space where patients get treated.

- Corridors should be three spaces wide to avoid epidemics. There should be large waiting areas rather than lining the corridors with benches, because those also spread epidemics as patients walk close to other sick patients.
You are awesome. Thank you so much for this advice. This will change my game big time. Especially when I start hitting epidemics in the later levels.

Glad to have you on board Sufyan, thanks for taking the time to help me out.

** Edit - I have pre-recorded a few episodes, but I will implement your advice as soon as I get to my next recording sessions. Thanks again!

-Warlord Mal
(Kyle)
Post edited July 11, 2016 by Malkasphia
Similarly, If you don't mind the extra planning associated with it, just like it's a good idea to have all your diagnosis rooms near and around your GP Offices, it's also a good idea to put your treatment rooms in the building closest to the helipad, that way patients from emergencies will waste less time walking to the treatment rooms, giving you more time to treat them. And if you can, leave an empty space in your treatment area, should you get an emergency with ten to twelve patients to treat, you can build an extra treatment room in that empty space to treat additional patients. You can sell the room (I think?) afterward.

Theme Hospital is also a constant struggle between fitting all the rooms inside the least amount of building to save on building cost and walking distance, and building spacious rooms to keep your doctors happy. If you can't afford spacious offices, having numerous plants (two to three per rooms) is a good way to keep your staff happy. It may seems like a waste of money to buy plants and hire extra janitors to water them, but in the long run you will not have to constantly give raises to your good doctors to convince them to stay.

- Edit -
Also, Warlord Mal? I watched and loved your Endless Death Master Of Magic LP earlier this year. Keep up the good work! :D
Post edited July 11, 2016 by blueskirt42
Cool, I'm looking forward to future episodes. I don't normally care for Let's Plays, I get bored quickly and frustrated watching other people jumbling inventories for minutes on end or going "Why doesn't this thing work?" missing the obvious on screen prompts, but your channel is filled with great games and as far as I can tell you have a good pacing to your videos that so far has kept my attention.

I should clarify that three spaces wide corridors is not a hard set rule. It is just one way of possibly avoiding having people walk over each other, but ultimately the AI pathing is always picking the shortest route so room placement relative to each other is more important but a lot harder to predict and explain in words. Just remember that a corridor two spaces wide with benches along the wall not only forces people to walk in the same single space, but it also puts them in contact with patients that are sitting down. Epidemics are inevitable under those conditions. At least if the corridor is three spaces wide with no benches, there is a chance patients will be hugging either wall depending on which direction they are going and not bump into each other as often. It depends on knowing how patients will generally flow through different rooms however, predicting which corner they will be rounding in either direction, which is seriously overthinking things.

Still, anything to avoid losing the game 3 years into a level as hundreds of people barf at the same time.
avatar
blueskirt42: Similarly, If you don't mind the extra planning associated with it, just like it's a good idea to have all your diagnosis rooms near and around your GP Offices, it's also a good idea to put your treatment rooms in the building closest to the helipad, that way patients from emergencies will waste less time walking to the treatment rooms, giving you more time to treat them. And if you can, leave an empty space in your treatment area, should you get an emergency with ten to twelve patients to treat, you can build an extra treatment room in that empty space to treat additional patients. You can sell the room (I think?) afterward.

Theme Hospital is also a constant struggle between fitting all the rooms inside the least amount of building to save on building cost and walking distance, and building spacious rooms to keep your doctors happy. If you can't afford spacious offices, having numerous plants (two to three per rooms) is a good way to keep your staff happy. It may seems like a waste of money to buy plants and hire extra janitors to water them, but in the long run you will not have to constantly give raises to your good doctors to convince them to stay.

- Edit -
Also, Warlord Mal? I watched and loved your Endless Death Master Of Magic LP earlier this year. Keep up the good work! :D
Wow. Lots of great advice here for hospital planning, I will put all this into effect when I record here in a day or so. Thanks for the great advice on keeping my doctors/consultants happy with plants and janitors. That will save me a lot of space I am hoping.

Very cool you caught my Endless Dead MoM LP. I just recently started doing MoM with the Caster of Magic mod. Have you played it? Takes nearly all the pain in the ass stuff out of MoM and balances it a lot better. The AI is vicious, even on normal. I'll be uploading a new episode of it tonight if you want to check it out. I'll come back here and post the link. Thanks for the compliments.
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Sufyan: Cool, I'm looking forward to future episodes. I don't normally care for Let's Plays, I get bored quickly and frustrated watching other people jumbling inventories for minutes on end or going "Why doesn't this thing work?" missing the obvious on screen prompts, but your channel is filled with great games and as far as I can tell you have a good pacing to your videos that so far has kept my attention.

I should clarify that three spaces wide corridors is not a hard set rule. It is just one way of possibly avoiding having people walk over each other, but ultimately the AI pathing is always picking the shortest route so room placement relative to each other is more important but a lot harder to predict and explain in words. Just remember that a corridor two spaces wide with benches along the wall not only forces people to walk in the same single space, but it also puts them in contact with patients that are sitting down. Epidemics are inevitable under those conditions. At least if the corridor is three spaces wide with no benches, there is a chance patients will be hugging either wall depending on which direction they are going and not bump into each other as often. It depends on knowing how patients will generally flow through different rooms however, predicting which corner they will be rounding in either direction, which is seriously overthinking things.

Still, anything to avoid losing the game 3 years into a level as hundreds of people barf at the same time.
I am a lot like you Sufyan. I don't like watching 90% of the LPs out there. I really try hard to edit videos to be concise. If I do show me messing up, I usually show me fixing it immediately after with a cut. Thanks for the thoughts on epidemics, I am sure they are going to be brutal as fuck.3 Space Hallways are definitely a first-line defense against them as you said.
Post edited July 12, 2016 by Malkasphia