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Good day , every one. Im curious. I was having dificulty to reach 40% in level 1, so i looked in a walktrough. The walktrough sugested the same rooms i built, but in a more organized way. Just the organization of rooms impact in the pacient cure percantage?
To a extent, yes. But indirectly. It is one of a few factors that control cure percentage. Patients both walk slowly and are on a timer. If you take too long to cure them, they may leave the hospital or perish within it. So reducing the time taken from hospital entry to cure is necessary.

First the obvious, having the ability to do so: the required knowledge to diagnose and cure the patient, and the proper diagnosis and treatment/clinic rooms built and staffed.
- This is partially controlled by research, which improves treatment effectiveness. The Research Department will increase the effectiveness of your drugs and machines and unlock additional diagnosis rooms, bringing the cure percentage up over the course of a level.
Second is the ability for your doctors to make the proper diagnosis, which is controlled by their ability level. In other words, consultant doctors are better at giving a correct diagnosis than junior doctors. This will reduce queue lengths for all patients, as revisiting the various consultation rooms for additional diagnosis is reduced, with patients being sent to be cured faster instead. So, utilise the training room when able.

So we come to hospital layout. Simply put, reducing the distance patients must walk both from room to room and within rooms will reduce the time taken to receive a cure by a certain amount. It's less important initially, but more so later on. If the system is inefficient and becomes easily clogged, when patient volume increases your hospital may become unable to cope.
hey, thanks
Don't place all your GP in a single area. When GP cannot diagnose the illness in the first place, the patient need further diagnose and move to the designated room. After that, the patient need to see GP again. So you can put most of the diagnosis room in one area, and place one or two GP nearby, so patients can visit GP without walking a long distance.
It works the same as treatment rooms.

When you reach higher level, you have to consider how to spread out the room to make the walking distance short.

The same principle works in the room design. Take GP for example, doctor need to access the file cabinet, and patients need to walk in and exit the room. It doesn't matter if the patient is facing the doctor or not. And different orientation can affect doctor's movement.
Post edited April 29, 2025 by wongheiming
nice
I want to counter first reply here, a very little bit. Its affecting directly.

Also, each patient and disease have timer. So in next levels build order make changes even to death rate.

As for GPs... Nooo *sheldon.gif*. They must be separated only if you start mission by placing them - in first area.

I kinda dont like how reception affect patients and i want place reception closer to main entrance. I still do that. Just not right after door but a bit further i make hall with it. Away of GPs. But "technically"("gameplayically") Reception must stand right before GPs. For first mission all of them must be placed at farest zone.

Kinda joke kinda seriously fist what i start is Toilet's. :) Seriously, this one must be separately placed in differ places. And i would put one next after doors as first room (at opposite Staff Room, since no emergency on LVL1, and after them a hall with Reception). Then more important one - placing Toilets room at very farest corner. You can skip at beginning with front rooms, deciding what place there later and keep money. Toilet is still first room to be placed - and for farest corner. This is starting point of making GPs zone. AT FAREST part of hospital. Best way is place Reception there too.
Then before that corridor connecting main zone and that farest now GPs zone - start placing other diagnosis. That probably the best way.

Ideal way is make it perfect circle ... or perfect square. But its one of levels difficulties- no such places. Or no place at all. Unless you would make smallest possible rooms (Staff Room and Research need to be enlarged to take all later researchable items).
Yes. There is point in every placement. Treating after doors. GPs to Diagnosis for faster diagnosis, but to treating rooms - for faster treating. Each level you must decide what way you would go. From this point person above perfectly right. GPs need to be next to treating rooms area.

What remain period axioma: GPs and Reception Desk must be together to each others (all GPs at same place), not after entrances doors, not just make space for emergencies at doors but AS FAREST AS POSSIBLE after doors.

Shorter Reception -> GP = faster start of diagnosis. LARGER spawn -> Reception path - *more time* on patient timer (not directly). Until patient get to Reception they have perfect condition, they illness actually start after Reception and disease took all of them to death in time (even broken bones thats just removing already treated gypsum).
Again. Reception and GP must be all together (whatever count of them). And IDK how much Reception need (if there is point in more of them) but as always remain the same thing - all together, all at farest hospital corners. Do not place GP after doors, Reception after doors and do not spread them to differ doors. Whatever doors and spawn points on level, no latter which sides patients comes. Make them walk.
I personally not follow this, and i put Reception in place i found visually comfortable to place it. I think this one needed too, its a tycoon after all. Still GP isa single zone, and farest placed. Later in some missions i able to make it in one corpus where two sides exits lead to diagnosis and treatig making patients return to GPs and go directly to treating.