Staff

The staff members (doctor, nurse, assistant and janitor) are your hospital's employee's who are needed to run your hospital. All staff members can be hired from the very start of building your hospital. Your work forces largely operates on their own, but can pick picked up and dropped around a hospital. Additionally there are various command buttons that will instruct a staff member to complete a specific task, for example sending staff members on breaks.

(something about other hospitals hiring staff and when new staff will be available to hire.)

Employing staff will help increase your Hospital Level.

Before you hire staff, take a look at their Qualifications, they affect their work performance and chance of success while treating patients.

Employees also come with a plethora of Traits, giving them their very own personality.

Keep an eye on their Feelings as well as Pay Satisfaction to see how their Happiness holds up.

Training is required to increase Staff skills and provides the ability to treat new diseases.

Promotions are a good way to increase the overall skills of your Staff, that includes an increase in diagnosis skills, treatment skills, movement speed and adds additional training slots.


 * The higher your hospital level the more staff becomes available to choose from when hiring.

All/Doctor/Nurse/Janitor/Assistant

 * You can filter out the Pay Review list by Position by fiddling with this option. The Staff names are listed in this column.

Ability

 * Ranked 1-5 Stars, this column represents each Staff's fundamental Ability to do their job.

Qualifications

 * This column lists off the special Training your Staff have received, either in this Hospital or their previous employ.

Salary

 * How much money you pay each Staff per annum (per year). Staff are paid 1/12th of this number the 1st of every month.
 * The face next to each person's salary represents their Pay Satisfaction level. This is scaled: Red, Orange, Yellow, Light Green, Dark Green.
 * There is a slider underneath each salary which you can move to increase (but not decrease) that Staff's pay. The face will change to reflect how that Staff would feel about their pay raise.
 * Once you have adjusted a Staff's Salary, press the Confirm button next to the Face icon.
 * To adjust all Staff's salary so that all Staff are at least satisfied (Yellow Face), press the Large Green Checkmark in the lower right hand corner.

Happiness

 * This column indicates how Happy your Staff feels at this moment.

Information

 * Position
 * Ability
 * Qualifications
 * Pay
 * Current Task
 * Happiness

Energy
Staff will go on break when their energy is low, as long as there aren't too many staff of that type already on break.

Staff get tired as they work, and will eventually go on a break. A Staff Room will help them relax and return to work energised. Drinks and snacks help keep them happy too.

If you make a room larger, and fill it with interesting items, it will be considered more prestigious. People using a big prestige room will become happier. A nice Staff Room will also help staff regain energy faster.
 * Feeling
 * Traits

Needs
Thirst Hunger Toilet Comfort
 * Staff become thirsty if there aren't enough items that reduce Thirst, such as Drinks Machines or Drinking Fountains.
 * Staff become hungry if there aren't enough items that reduce Hunger, such as Snack Machines or Sweet Dispensers.
 * Staff will become desperate and go on the floor if there are not enough Toilets. They also will not use Toilets that have become clogged, so regular maintenance by Janitors is vital.
 * Staff become uncomfortable if there aren't enough Benches for them to sit while they wait in queue.

Environmental

 * Environmental attributes can be affected by Items. Such items generate a circle of effect. The further from the Item, the less the Environment is effected by that Item. For instance, placing a Plant  will cause the area next to it to have high Attractiveness. However, at the fringes of the circle of effect, it will have low Attractiveness. Overlapping items are required to generate consistently high Environmental effects.

Hygiene

 * Hygiene is measured on an individual basis and as an environmental effect. In the Hygiene visualization mode, low Hygiene people are bright red, high Hygiene people are bright green. Low hygiene environmental effects such as clogged Toilets or full Bins, are coloured brown. Clean environments are coloured bright green.
 * Janitors are vital to Hygiene, maintaining Environmental Hygiene by emptying  Bins, unclogging  Toilets , and sweeping up litter on the floor. Walking through low Environmental Hygiene or using low Hygiene items reduces personal Hygiene levels.
 * Hygiene can be improved by using Sinks,  Hand Dryers , and  Hand Sanitisers.
 * Hand Sanitisers are only used by Staff  when they are idle in a Room or on Break. If the queues don't let up, they will never have a chance.
 * Patients who have low Hygiene, in addition to lower Happiness, will lose Health faster.

Attractiveness

 * Positive values for attractiveness are produced by Plants  and Decorative  Items . They emanate a Green glow on the Attractiveness Heat Map.
 * Negative values for attractiveness are generated by full Bins, clogged  Toilets ,  monobeast  infestations,  debris  from an explosion, and litter found on your floor. They emanate a Brown glow on the Attractiveness Heat Map.
 * If in an Ugly Environment, Patients and Staff will experience a negative Feeling that will reduce their Happiness.

Temperature

 * While Hogsport  had a temperate climate, other Hospitals may not.  Mitton University, for example, is unpleasantly cold. On the Temperature Heat Map, the ambient temperature will appear Red if too hot, Blue if too cold, and Goldilocks yellow if just right.
 * Some machines produce heat during their normal operation, such as Super Computers . They will appear Red and emanate a Red glow on the Temperature Heat Map.
 * Some machines produce heat as they start to break down, such as the <font color="#0066cc">EZ-Scan . If not maintained by a Janitor, they will begin to produce more heat as they smoke and fizzle. These machines change from a dull Purple to bright Red on  the Temperature Heat Map as they approach combustion. They will also emanate a Red glow.
 * If Too Hot or Too Cold, Patients and Staff will experience a negative Feeling that will reduce their Happiness.
 * Patients will start wearing winter hats if they feel too cold.
 * Plants in a hot environment will need to be watered more by Janitors.

Feelings & Traits
See Feelings & Traits

Actions

 * Pickup
 * Fire
 * Go On Break
 * Pay Rise
 * Log

Staff Threats
When a Staff member's Happiness drops too low, they will issue letter, threatening to quit. You will have 90 days to increase that Staff's Happiness to 20%. The Threat letter will include the Feelings causing the Staff to have low Happiness.

90 days to increase Happiness to >=20%

Promotions
In addition to your Staff gaining stat improvements you can offer a pay rise to improve their happiness.

After your Staff have gained enough experience on their job, they'll be ready for promotion. In order to promote Staff Training is required, this will also give them new qualifications

Promotions are optional and can be delayed.

Each time a member of your Staff is granted a promotion they gain the following skill improvements:
 * +1 Training Slot
 * +10% Movement Speed
 * +10% Diagnosis Skill
 * +10% Treatment Skill

Doctors

 * 1) Student Doctor
 * 2) Junior Doctor
 * 3) Doctor
 * 4) Consultant
 * 5) Senior Consultant

Nurses

 * 1) Student Nurse
 * 2) Junior Nurse
 * 3) Nurse
 * 4) Senior Nurse
 * 5) N/A

Assistants

 * 1) Intern Assistant (Previously known as Work-Ex Assistant)
 * 2) Junior Assistant
 * 3) Assistant
 * 4) Senior Assistant (+1 Training Slot, +15% Movement Speed, +20% Marketing Skill)
 * 5) N/A

Janitors

 * 1) Intern Janitor (Previously known as Work-Ex Janitor)
 * 2) Junior Janitor
 * 3) Janitor
 * 4) Senior Janitor
 * 5) Head Janitor