Prison Architect

Prison Architect

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34.005 MB
31 Oct, 2017 @ 5:14am
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Description
I put all of my 1400 hours of experience in this prison evolving my layouts I already published here in the workshop.

I wanted to meet these goals:
  • keep ways short for both staff and prisoners

  • centralize all staff related rooms as good as possible

  • separate regular visitors completely from prisoners

  • have restricted areas for death row, supermax and protective

  • Parole should not allow protective prisoners running around everywhere in the prison

  • separate water pipes from electricity cables to have a clean looking utility screen

  • positive balance which should not be based on Exports only

  • low reoffending rate

The result is a pretty effective, profitable prison with cells for 1232 inmates. It is prepared for enabling staff needs. Nevertheless I had in my previous savegames big problems with that, so I decided to put it on you whether to activate staff needs or not.

I did not use any mods.



Key data of this prison
  • Time spend: 31 hours (with approx. 200 hours in the savegame before which got ♥♥♥♥♥♥ up by staff needs)

  • Size: 270 x 308

  • Profit: ~100k/day (including exports with ~50k)

  • Grading: 4% Reoffending rate

  • Capacity: 1232
    • 512 regular cells
    • 512 regular dormitories (split into 4 rooms)
    • 16 Death Row cells
    • 96 dormitories (split into 48 rooms) for each Protective and SuperMax

  • Security: 326
    • Guards: 254
    • Dog Handlers: 48
    • Snipers: 24
    • Armored guards: - (only if there occurs a riot which did not happen in this savegame until now)



Tips and tricks
  • Intake: Get the informant with the highest coverage to the security room at 07:59 am

  • Informants: Add inmates with long sentences to solitary for getting a constant flow of informants

  • Reform programs: Do a "Reschedule All Programs" on lunch times for getting inmates into them

  • SuperMax: Assign inmates with attributes "Volatile", Extremely Strong" and "Deadly" to this category

  • Execution: Start exexcutions always at 9pm since there all inmates are locked up anyway

  • Dormitories for regular inmates: Search toilets each night if you want to keep the 0 on "Prisoners Escaped"

  • Power stations: Each section has a backup power station. If one breaks down, just enable the switch on the right side for keeping power to its section (I was not able to automate that - maybe you can do it and let me know? :-)

  • Gang Leaders: If they are in their cell, punish them with permanent Solitary until they are marked with "Escort prisoner to solitary cell". Then lock their cell door and remove the punishment. They will start starving and the problem will be resolved by time.
3 Comments
CloakerChicken 3 Nov, 2017 @ 8:22am 
hmm, might escape as a challedge tho
Krzak333 2 Nov, 2017 @ 3:58am 
Wow. :D