Staff


 * UNDER CONSTANT HEAVY CONSTRUCTION - Locked during this time.

Staff are the bread and butter of running your hospital and building your hospital foundation. There are four staff types available, Doctors, Nurses, Janitors and Assistants.

Hire
Open the Hire screen to employ a new member of staff by clicking on the Hire button in the bottom left corner.

Hire Screen

The top navigation bar helps identify what is represented in the table below. It also allows for sorting from 'High to Low', or 'Low to High' for Ability, Qualifications and Salary. While you can view all staff currently available for hire by using the all button (as shown in the image above), you can choose to look at one staff type at a time using the relevant buttons for Doctors, Nurses, Assistants and Janitors. The small number displayed under each button is the amount of that staff type currently employed at the hospital.


 * For every 5 Hospital Levels gained, 1 new job application unlocks for each staff type.
 * Your hospital isn't the only hospital employing applicants from this list. All Rival Hospitals are as well.  You must employ quickly, before all the best applicants disappear for hire.

Applicant

The big, red X next to the applicants headshot allows you to reject their application. Like employment, this will free up the slot for a new applicant to apply. A new applicant will apply every 15 days, until all applicant slots are filled.



The stars display the applicants Ability, the circles next to ability is [Qualifications that staff currently holds. If the stars showing ability is one higher than the qualifications shown, this means they are ready for immediate training. In addition, hovering the curser over the next empty circle will display a tooltip confirming 'Ready for Training'. Leaving Salary at the end, this displays how much annually they will cost to employ.

Applicant Inspector You can click on the applicant for a little more detail.


 * The top box displays their name, current experience gained in their abilities and their rank.
 * The second box is a delightful selfie!
 * The third box is Employment Reference, which will list their Traits and generally one flavour text to give you a feel of who they are. The flavour text isn't viewable after hiring, it is just for fun. View a growing list HERE.
 * The fourth and last box displays their Recruitment Fee. This is how much it will cost, upfront, to hire the applicant. So, while you won't need to pay their annual salary right away, you will need to have this money available now.  Click the Hire button if you like the applicant and wish to employ them.

When you click on Hire the staff member will be attached to your curser ready for placing where you wish in the hospital. For more details on how best to utilise this feature, see the individual staff articles. Doctor, Nurse, Janitor and Assistant.


 * Tip: If you shake them around lots while on you curser, they will become nauseous and may even vomit after placement.
 * Tip: Employing staff will increase the Hospital Level.  You receive a larger boost for employing Doctors and Nurses, than for Janitors and Assistants.

Staff Inspector
The staff inspector is the paperdoll style information panel the pops up when you select a member of staff, displaying everything there is to know about them.

Main Header

The main header of the staff inspector displays their current selfie. Clicking on the selfie will centre on and follow the member of staff. The header also displays their name, allowing you to jump to another member of staff using the left and right arrows either side of their name.

The big, red X allows you to close the staff inspector, or you can use the four tabs provided, Info, Mood, Stats and Log, to learn much more about your staff member.

Info Tab
Training Overview
 * Main article, see Staff Training

The first section shows you the staff members;
 * Rank title
 * Ability stars
 * Experience will display as a tooltip if the curser is over abilities.
 * Qualifications gained and possible Training Slot open.

Salary Overview
 * Main article, see Salary

This displays the current amount the staff member is paid per annum. The face lets you know how they feel about their current pay levels.

Using the inspector gadget you can increase their pay by sliding it to the right, increasing pay. Click on the bright green tick to confirm the changes.

At Work Overview
 * Main articles, see Happiness, Energy, Feeling & Traits

The final section covers their current 'at work' stat, which is kicked off with their current working task. This Janitor is currently watering a plant.

Their current Happiness level and Energy levels are displayed. Hovering over them will display a tooltip confirming the exact percentages. This janitor is 70% happy and has 21% energy remaining.

What a staff member is currently Feeling, will be displayed here. These can have a positive or negative on their workflow. Hovering over will show a tooltip giving details of how their feelings are impacting them and their work.

All staff having Traits. All traits have a permanent and constant impact on the staff member and their work. Hovering over will show a tooltip giving details of how they are being effected by their traits.

Mood Tab
Happiness & Energy
 * Main article, see Happiness &  Energy

Their current Happiness level and Energy levels are displayed. Hovering over them will display a tooltip confirming the exact percentages. This janitor is 70% happy and has 21% energy remaining.

Needs
 * Main article, see Needs

This section shows how Thirsty and Hungry the staff member currently is, along with their toilet need level.
 * Red - The need is great. Related Complaints: Very Thirsty, Very Hungry, Desperate for the toilet.
 * Yellow - Below comfortable. Related Complaints: Thirsty, Hungry, Needs the toilet.
 * Green - No need in this area. No Complaints.

Environment
 * Main article, see Needs

Log Tab
Actions Footer
 * Pickup
 * Fire
 * Go On Break
 * Pay Rise
 * Log

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.

Feeling

 * For a list, see Feelings

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

Traits

 * For a list, see Traits

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

Thirst

 * Staff become thirsty if there aren't enough items that reduce Thirst, such as Drinks Machines or Drinking Fountains.

Hunger

 * Staff become hungry if there aren't enough items that reduce Hunger, such as Snack Machines or Sweet Dispensers.

Toilet

 * 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.

Environment

 * 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.

Complaints & Positives

 * For a list, see Complaints or Positives

Staff Challenges
See, Staff Challenge

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%