![]() Actions of 1 are carried out before 2 and then 3. You can either toggle each option on and off, or enable a numbers system where you change the number of each box between 1 and 3. You have priorities for healing, building, smelting, art, research, prisoner management, etc. It is a shame there is no priority system where I could set the GP to always go to the GP office but then do other tasks if the GP office is unavailable like it already has somebody in it but they would still swap if the skills match up with the available roomsĪbsolutely, which is why the idea of a priority system is a middle ground. ![]() Unfortunately the games AI with prioritising getting the right staff to where they are qualified for is extremely patchy so this micromanagement annoys me. I will then go in the the assignment screen and only give the the staff the assignments that they have the training for, for example the GPs will only be allowed to be in the GP offices. Reception (forgot the name of the role): All customer service and the occasional all marketing. ![]() Janitors: Always Ghost capture, 2 levels of upgrades and 2 levels of maintenance For something like pharmacy management which only has one skill, not 5 levels, the first training is pharmacy and other 4 are treatment. My play-style focuses heavily on ensuring rooms have as little downtime as possible, and that patients move swiftly through diagnosis and start heading to treatment as soon as possible, in the theory that the faster they get to treatment, the more profit you get from each one and the less time they have for their needs to drop, keeping them happy enough to always pay even at 200% prices. The 1/room + 1/3 rooms is almost perfect for coverage, the +1 acts as a spare plus also gives you a bit more breathing room to have in training.Īlso note, the original post really was originally intended as commentary for "how I do it", not really intended as a guide per se, so your mileage might vary depending on your play-style. The reason it's there is due to the amount of time staff spend hitting the restroom, getting snacks, in the break room. Just an extra 1 in general - there to handle when a GP needs to go on break/use the restroom. Training: Ghost Capture, Motivation, Emotional Intelligence, Maintenance II.Works: clean messes, capture ghosts (sometimes I add water plants).Ghost Buster: (2-4, except on the one map where ghosts pawn periodically in which case 12) Training: Motivation, Emotional Intelligence, Maintenance III.Works: Water plants, take out trash, clean litter, clean messes.Works: Restock vending machines, take out trash, clear toilets, clean litter, clean messes.Technician: (1 per every 4 machines + 1 per every 20 "maintenance items" + 3)Ĭustodian: (1/bathroom + 1/hospital building + 2) Works: Machine Upgrade, restock vending machines, clear toilets, put out fires.Works: Admittance desk, Admittance counter.Treatment gives no bonus in this case though. Training: Emotional Intelligence, Motivation, whatever after that (except stamina, I believe stamina is counter-productive), usually just Treatment III.Nurse Practitioner: (1/room + 1/ every 4 rooms + 1) Training: Injection Management, Treatment IV.Training: Pharmacy Management, Treatment IV.Treatment Clinician: (1/room + 1/ every 4 rooms + 1) Training: Genetics, Treatment IV (even if diagnosing in the DNA, I go treatment IV because you cannot guarantee that they will always work in a diagnosis DNA lab.).General Practitioners: (1/room + 1/ every 3 rooms + 1) Each role gets a specific room list to work in, and gets a specific training path.
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