To survive across all three chapters in War Hospital, players will have to effectively manage resources between crafting new medical and food supplies and improving different parts of their hospital to survive the onslaught of battles in World War I. With four separate trees of unlocks in the improvements tab, players can feel a little overwhelmed when deciding which improvements to unlock first. We will break down every improvement, highlighting the priority unlocks in each tree, to help players set up a solid base of operation behind the frontlines trenches in France.
Improvements in War Hospital are split across four categories, Healing, Housing, Production, and Scouting. Players will want to focus primarily on the Healing and Production trees as they offer upgrades that increase overall hospital efficiency, reducing the time needed to create new resources or complete operations.
To start an improvement, open the improvement menu and select the desired unlock. Players will need the required raw materials and war permits to begin the upgrade - be careful not to completely deplete raw materials or you will be unable to produce medical and food supplies. After selecting the improvement, assign up to four engineers to work on the upgrade, hit assign to confirm the designations, exit the menu, and allow the engineers to work. Players will hear an audio confirmation when the engineers reach the construction site, and players can monitor the improvements construction progress in the top left of the HUD.
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Healing
The healing improvements focus on the patient healing process's four main areas: the Casualty Clearing Station (CCS), the Advanced Dressing Station (ADS), the Operating Wards, and the Patient Rehabilitation Center. Players can improve hospital effectiveness by building this improvement tree, expanding the Operating Ward to handle chemical and trauma procedures, unlocking Special Operations with reduced operation time, and increasing the chances of an operation simplification.
Players will want to unlock the two additional wards by the attack on Jun 14th, as after this battle players will begin receiving trauma patients at the CCS. It is smart to consider having both wards unlocked at this point (if not sooner), as players will want to be able to access the Medical Drip and Specialistic Light System improvements which affect multiple wards.
Priority Healing Improvements: X-ray, Amputation, Medical Drip, Specialistic Light System, Electromagnet, Rehabilitation Activities, and Gangrene Removal Equipment.
Healing Improvements Tree (Operating Wards) | ||||||||||
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Surgery Ward | Chemical Ward | Trauma Ward | ||||||||
Players will start with the Surgery Ward constructed, providing 2 Surgeon slots and 2 Nurse slots at the Operating Wards. | Constructs Chemical Ward, providing 1 slot for Physicians and an additional slot for Nurses at the Operating Wards. | Constructs Trauma Ward, providing 1 slot for Trauma Specialists and an additional slot for Nurses at the Operating Wards. | ||||||||
X-Ray | Amputation Tools | Morgue | Medical Drip | Low Pressure Gas Tanks | Sodium Hypochlorite Washes | Eyes Irrigation Solutions | Hypnosis | Specialistic Light System | ||
Surgery Ward: Increases the chance of operation success by 25%. | Surgery Ward: Unlocks amputations, using 50% less supplies and 30% less time, but makes patient unfit for combat. | Deceased do not occupy beds in CCS or Operating Wards. | Chemical Ward & Surgery Ward: Decreases operation difficulty by 25% | Chemical Ward: Unlocks Oxygen Inhalation, using 50% less supplies and 30% less time, but makes patient unfit for combat. | Chemical Ward: Decreases chances of operation complications by 50%. | Chemical Ward: Increases chances of operation simplifications by 50%. | Trauma Ward: Decreases chances of operation complications and rehabilitation time by 25% and increases the time of operation by 25%. | All Wards: Increases chances of operation success by 10%. | ||
Surgery Ward Enhancement I | Chemical Ward Enhancement I | Trauma Ward Enhancement I | ||||||||
Adds 1 slot for Surgeons. | Adds 1 slot for Physicians. | Adds 1 slot for Trauma Specialists. | ||||||||
Electromagnet | Anti Tetanus Serum | Breathing Enhancing Machine | Hydrotherapy | Pharmaceutical Therapy | Psychotropic Therapy | |||||
Surgery Ward: Decreases time of operations by 25%. | Chemical and Surgery Ward: Decreases chances of operation complications by 50%. | Chemical Ward: Increases chances of operation success by 25%. | All Wards: Decreases chances of operation complication, increases chances of operation simplification, and increases chances of operation success by 25%. | Trauma Ward: Increases chances of operation simplification by 100%, and increases supplies used while decreasing rehabilitation time by 25%. | Trauma Ward: Increases chances of operation success by 10%, and increases supplies used while decreasing rehabilitation time by 50%. | |||||
Gangrene Removal Equipment | ||||||||||
Chemical and Surgery Ward: Increase chances of operation simplification by 50%. | ||||||||||
Surgery Ward Enhancement II | Chemical Ward Enhancement II | Trauma Ward Enhancement II | ||||||||
Adds 2 slots for Surgeons. | Adds 2 slots for Physicians. | Adds 1 slot for Trauma Specialists. | ||||||||
Fluoroscope | Full Body Bath | Electro-Stimulation Therapy | Behavioral Therapy | |||||||
Surgery Ward: Decreases operation difficulty by 50%. | Chemical Ward: Decreases operation difficulty by 50%. | Trauma Ward: Decreases operation difficulty by 50%, and increases operation time while decreasing rehabilitation time by 25%. | Trauma Ward: Increases chances of operation success, increases operation time, and decreases rehabilitation time by 25%. |
Healing Improvements Tree (Rehab Center & CCS) | |||||||
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Rehabilitation Center | Casualty Clearing Center | ||||||
Players will start with the Rehabilitation Center constructed, providing 10 beds for patients and 2 slots for nurses. | Players will start with the CCS constructed, providing 10 beds for patients, 2 slots for nurses, and 3 slots for medics teams. | ||||||
Rehabilitation Activities | Shift System | Casualty Clearing Station Enhancement I | Advanced Dressing Station | ||||
Increases speed of patient rehabilitation by 10%. | Allows units to be assigned shifts, allowing work only during specified hours. Adds 1 slot for nurses at CCS, Surgery Ward, and Rehabilitation Center. | Constructs Advanced Dressing Station, allowing medic teams to transport wounded from tranches to ADS, then to the CCS. Adds 2 slots for medic teams to ADS. | |||||
Rehabilitation Center Enhancement I | Folding Stretcher | Standard-Issued Painkillers | |||||
Improves Rehabilitation Center, adding 10 beds for patients and 1 slot for nurses. | CCS & ADS: Adds 2 additional slots for medics teams. | ADS: Decreases speed of patient condition deterioration by 25%. | |||||
Thomas Splint | |||||||
CCS & ADS: Decreases speed of patient condition deterioration by 10%. | |||||||
Orthopedic Lifts | Emergency Measures | Advanced Dressing Station Enhancement I | |||||
Increases speed of patient rehabilitation by 10%. | Allows for sending soldiers to the trenches before they finish rehabilitation. | Improves CCS, adding 10 beds for patients, 1 slot for nurses, and 2 slots for medics teams. | Improves ADS, adding 2 slots for medics teams. | ||||
Rehabilitation Center Enhancement II | Standard-Issued Transfusion Kit | Tourniquet | Garage | ||||
Improves Rehabilitation Center, adding 10 beds for patients and 1 slot for nurses. | CCS: Decreases speed of patient deterioration by 10%. | CCS & ADS: Deceases speed of patient deterioration by 10%. | Allows ambulances to transport patients from ADS to CCS. adds 1 slot for ambulances. | ||||
Casualty Clearing Station Enhancement II | Advanced Dressing Station Enhancement II | ||||||
Improves CCS, adding 10 beds for patients, 1 slot for nurses, and 1 slot for medics teams. | Adds 2 slots for medics teams at the ADS. | ||||||
Tuberculosis Vaccination | Triple Shift System | Compression Bandages | Bunk Beds | Garage Extension | |||
Increases speed of patient rehabilitation by 25%. | CCS, ADS, & Surgery Ward: Adds 1 slot for nurses. Allows setting an 8-hour, 3-shift schedule. | CCS & ADS: Reduces the speed of patient condition deterioration by 10%. | CCS: Adds 10 beds for patients | Adds 1 slot for ambulances to ADS. |
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Housing
The housing improvement tree focuses on the staff lodging building - allowing players to upgrade the number of nurses, medics teams, and engineers available on staff, as well as improvements that reduce rest times.
Priority Housing Improvements: Staff Lodging Basic Amenities, Medic Team Rooms.
Housing Improvements Tree | |||
---|---|---|---|
Medic Team Rooms | Nurse Rooms | Engineers Rooms | Staff Lodging Basic Amenities |
Increases the maximum amount of medic teams that can be hired by 4. | Increases the maximum amount of nurses that can be hired by 3. | Increases the maximum amount of engineers that can be hired by 4. | Decreases rest time needed by units by 10%. |
Medic Team Rooms Enhancement I | Nurse Rooms Enhancement I | Engineers Rooms Enhancement I | Staff Lodging Additional Amenities |
Increases the maximum amount of medic teams that can be hired by 4. | Increases the maximum amount of nurses that can be hired by 3. | Increases the maximum amount of engineers that can be hired by 4. | Decreases rest time needed by units by 10%. |
Medic Team Rooms Enhancement II | Nurse Rooms Enhancement II | Engineers Rooms Enhancement II | Staff Lodging Comfortable Amenities |
Increases the maximum amount of medic teams that can be hired by 4. | Increases the maximum amount of nurses that can be hired by 3. | Increases the maximum amount of engineers that can be hired by 4. | Decreases rest time needed by units by 20%. |
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Production
The Production improvement tree allows players to upgrade the efficiency of the hospital, offering improvements that affect production costs and speed. By advancing the Production tree, players can create a self-sustaining hospital that only needs raw materials delivered by the train to survive, using engineers to craft all medical and food supplies.
Since players can reduce improvement speed, medical materials production cost, and daily ration requirements, players will want to focus on upgrading the Production tree first. Players will also find that the Production tree upgrades require lower materials, making them easier to attain earlier in the game.
Players will want to consider upgrading the warehouse at least once in Chapter 1, and again before the end of Chapter 2, or immediately at the start of Chapter 3. As the game progresses, players will receive patients in larger volumes, and players will need to stock up on medical supplies for doctors to start operations on patients.
Priority Production Improvements: Pharmacy, Engineering Depot Enhancement I, High Precision Weights, Abderhalden's Drying Pistol, Watermill, Distillery, Reagents Production, Stress Relievers Production.
Production Improvement Tree | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Canteen | Engineering Depot | Pharmacy | Warehouse | ||||||||
Players will start with the Canteen constructed, allowing players to designate daily rations portions. | Players will start with the Engineering Depot constructed, allowing the use of engineers. | Constructs the Pharmacy, allowing the production of medical supplies - adds 2 medical supply production slots. | Players will start with the Warehouse constructed. | ||||||||
Stew Brewing Pots | Watermill | High Precision Weights | Autoclave | Distillery | Abderhalden's Drying Pistol | Truck Garage | |||||
Canteen: Unlocks Nutritious Rations, consuming more rations daily but increasing morale over time. | Unlocks food production and adds 2 food production slots. | Engineering Depot & Pharmacy: Reduces production cost by 25%. | Engineering Depot & Pharmacy: Increases production speed by 25%. | Unlocks alcohol production, and 1 alcohol production slot. | Pharmacy: Increases production speed by 25%. | Provides a truck that can be sent to Depots in the Scout Map. | |||||
Boiled Sweets Folding Machine | Mechanical Mill System | Additional Fermenting Flasks | Warehouse Enhancement I | ||||||||
Increases impact of nutritious rations by 100%, and food supplies use by 50%. | Adds 2 food production slots. | Adds 2 alcohol production slots. | Provides more storage for all resources. | ||||||||
Warm Keeping Stoves | Engineering Depot Enhancement I | Reagents Production | Separate Medical Storage | Truck Garage Enhancement I | |||||||
Decreases the amount of food supplies used for Half Rations, Normal Rations, and Nutritious Rations by 10%. | Decreases construction time of improvements by 25%. | Unlocks production of Chemical Medicine Supplies, and adds 2 Chemical Medicine production slots. | Allows for storing 25% more medical supplies, and 20% more Chemical and Trauma Medicine. | Increases the number of available trucks by 1. | |||||||
Steam Cookers | Whole Grain Bread Recipe | Sawdust Bread Recipe | Engineering Depot Enhancement II | Fume Hoods | Condensers | Warehouse Enhancement II | |||||
Decreases the amount of food supplies used by Half Rations, Normal Rations, and Nutritious Rations by 10%. | Decreases impact of Half Rations on morale by 50%. | Increases the impact of Half Rations on morale while reducing the amount of food supplies used by 25%. | Decreases construction time of improvements by 25%. | Adds 1 production slot for alcohol and all types of medical supplies. | Engineering Depot & Pharmacy: Decreases production cost by 10%. | Provides even more storage for all resources. | |||||
Hot Beverage Dispensers | Electric Mixing Machines | Stress Relievers Production | Shelves Reinforcement | Truck Garage Enhancement II | |||||||
Decreases the amount of food supplies used by Half Rations, Normal Rations, and Nutritious Rations by 10%. | Engineering Depot & Pharmacy: Increases production speed by 25%. | Unlocks Trauma Medicine production, adding 2 Trauma Medicine production slots. | Allows for storing 50% more alcohol. | Increases maximum number of trucks available by 1. | |||||||
Medicinal Herbs Greenhouse | Analgesic Herbs Greenhouse | Modular Shelves | |||||||||
Adds 1 slot to Medical and Chemical Medicine production. | Adds 1 slot to Medical and Trauma Medicine production. | Allows for storing 50% more raw materials. |
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Scouting
After players progress through the first few attacks in Chapter 1, there will be a communication from Colonel Angus about setting up a scout team to run missions in the area surrounding the hospital. Once players receive this notice, they can begin working on the Scouting improvement tree.
By upgrading the Scouting tree, players can increase the number of teams available, and reduce the time needed to complete missions - as scout missions are a great way to receive war and staff permits, improving the scouting tree can help players quickly grow their hospital with additional personnel and improvements.
Scouting Improvement Tree | |
---|---|
Scout Tent | |
Constructs Scout Tent and allows sending Scout Teams on missions. Adds 1 slot for Scout Teams. | |
Dogs Kennel | Scout Team Expansion I |
Allows adding dogs to scout teams, significantly reducing mission time. Adds 2 slots for dogs. | Increases maximum number of scouts in Scout Teams by 1. |
Scout Team Expansion II | |
Increases maximum number of scouts in Scout Teams by 2. | |
Scout Tent Enhancement I | |
Increases the number of Scout Teams available by 1. | |
Dogs Kennel Enhancement I | Scout Mapboard |
Increases the number of dogs available by 2. | Decreases Scout Team travel time by 25%. |
Scout Tent Enhancement II | |
Increases the number of Scout Teams available by 2. | |
Precise Navigation | Weather Maps |
Decreases Scout Team travel time by 25%. | Decreases Scout Team travel time by 25%. |
Prioritizing Improvements
When deciding on improvements, players should always consider an upgrade in the Production tree first, followed by an upgrade in the Healing tree. While operational success and efficiency are important, players will not be able to survive for long if they neglect the Production improvements, finding themselves in a position where medical supplies are unavailable, raw materials are unavailable, and in worst cases, deliveries are unavailable as well. Players must establish a solid construction base for efficiently producing supplies at the Pharmacy or Engineering Depot (reducing time and raw material costs is crucial). Additionally, by enhancing the Engineering Depot, players will reduce the construction time required for all other improvements.
Be sure to upgrade operating wards and housing if no slots are available to hire a type of personnel as players will occasionally get an offer from a VIP for them to join the hospital staff, players must have space in the staff lodging to hire the VIP. Upgrades in the scouting tree are least necessary for success, just take the scout tent upgrades when prompted by the NPC's in-game, and upgrade the tree if extra war permits are available. If players are unable to complete side tasks as they spawn and are struggling to generate staff permits, improving scouting abilities can offer players a way to quickly generate staff permits by completing missions. If players feel their staff is too small, focus on scouting missions to acquire the permits to hire more personnel.
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