![]() The only thing I prefer about Faith is the quick access to the Shrines compared to Order's agitators, I rarely build more than one Faith Healer and that one is usually for the mission. Foreman is absolutely awesome if you have food security. And added benefit, they don't create amputees like Med Posts do if you signed Radical Treatment.Like others have said planning in watch towers and fighting arenas to cover all your homes with little effort but then of course you need to man them. Does the work of 4 Medposts for half the Engineers. It can treat both sick and gravely ill patients in 12 and 24 hrs respectively. Requires a steam core and mid-range tech research, but is the best healthcare in the game. This is an intermediary step that I often skip if I can, because I prefer to jump straight to-Ģ) Research and build a hospital. They'll also cost half as much food to look after. Once signed, the gravely ill will move from your med posts to the care home, and take up spots in the Care Home. ![]() To get them out of your med-post beds, you've got two options.ġ) Build a Care Home - requires a law to be signed, but takes very little resources. Radical Treatment will cure the sick person in twice the time (48 hrs vs 24 hrs), and leave them an amputee until you can build a Factory and pass laws for prosthetics. But if you leave them there, they'll never cure. It's meant to be a stopgap measure without chopping someone's limbs off like in Radical Treatment. Sustain Life allows you to pause Gravely Ill sickness progression in a patient by permanently putting them in a med-post bed. Your Terminally/Gravely Ill are blocking up your medical post beds because you signed the Sustain Life law, or Radical Treatment. There are also some things that skip straight to gravely ill bad Frostbite, getting stepped on by an automaton, and story events are the big ones. If left untreated, once that timer runs out again, they will die. Terminally Ill and Gravely Ill are the same thing patients that didn't get treatment while 'sick' before their illness timer progressed to the next stage. There's more to it than this, but that should get you started. Never employ people in Very Cold or Freezing Workplaces if possible this causes most of the problems. It usually means a bad time for your city. Silly NPCs.)Īvoid people becoming gravely ill early on. (Note: This is bugged in some games, where the Care House doesn't always stop the timer, especially on Faith Runs, where people will leave Care Homes to attend services. If someone is "inside" of a medical facility of any kind, the 24 hour timer ticking to the next stage stops completely. Extra Rations slightly speeds up the recovery time of 1 medical facility for a short time. Overcrowding doubles the capacity of all medical facilities (super OP law). Care Houses allow for storage of the gravely ill until an infirmary is built (couples well with sustain life). Sustain life allows medical posts to hold the gravely ill until an infirmary is built. Radical Treatment allows medical posts to treat the gravely ill with a chance of becoming an amputee who can't work. Infirmaries treat sick and gravely ill.ĭifficulty affects the timers. ![]() Once that timer reaches zero, they tick over to "gravely ill" and stay that way for 24 hours. On normal difficulty, if someone becomes sick, they stay sick for 24 hours. The chance to become sick is based on many things, mostly the temperature of their home/work/etc. ![]()
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