Prison Architect

Prison Architect

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Point Vulcan (Free DLC only)
   
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7.302 MB
23 Mar, 2024 @ 1:52am
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Point Vulcan (Free DLC only)

In 1 collection by wackypanda
Wackypanda's Prisons (Prison Architect)
10 items
Description
Point Vulcan:
Where rogues are forged into honest men.

Stats:
Small map with one expansion to the north
Intake only Max Sec and above
$30K - $40K cash flow
4% re-offending rate (Punishment 9, Reform 9, Security 3, Health 1)

Capacity:
Min 24 (technically shared with Max, using Empty Rooms to set deployment)
Med 71
Max 96
PC 13
SuperMax 15 (expandable to 20)
Death Row 3
Total 222 (expandable to 227)

Map Settings:
Warden: Saphara Acknova (contraband resale)
[ ] Fog of War
[ ] Failure Conditions
[ ] Events
[ ] Temperature
[ ] Staff Needs
[ ] Escape Plans
[x] Prisoner Aging
[ ] Gangs
[ ] Weather
[ ] Dynamic Reputations
[x] Prisoner Transfers

Required DLC:
Free for Life (free)
Cleared for Transfer (free)

Required Mods:
Misconduct Sensor - Reduced Range

Recommended Mods:
Ozone's Fixes and QoL All-in-One
Daytime Sleep (indirectly helps to address Sleep needs when prisoner aging is enabled)

The other mods which I used are optional.

Explanation of Prison Policy and Build:
Min Secs are not actually Min Sec. Prisoners who have been caught digging go to Min Sec. They are banned from the Workshop and any jobs where they can get tools, using the Custom Sectors in Deployment, and they cannot transfer to other security levels.
Med Secs are transfers. If they are caught with weapons or tools they get kicked back up to Max Sec.
-- There is an issue with the Cleared for Transfer DLC where the number of cells available for transfer may be less than the actual capacity. To fix this, open the .prison save file in Notepad, Ctrl-F "NumTransfers", and change the value to 0. --
Max Secs are the default intake. Good boys can transfer down to Med Sec.
Supermax is for anyone who has Volatile AND an "attack rep" (Strong, Fighter, Deadly, Instigator). Legendaries go here, but it is possible (though rare) for Legendaries to not have Volatile, in which case they can go to Max Sec. Prisoners who are originally Supermax but do not fit the criteria can go to Max Sec.

The Supermax wing uses a system of Misconduct Sensors and logic switches to make sure guards only use ranged attacks (tasers or shotguns) when Supermax prisoners misbehave. Guards may still slip through and get killed, but the risk has been reduced.

There is no parole. 5 in-game days = 1 sentence year. The daily payout for a Max Sec prisoner is $250, so $3000 / $250 = 12 in-game days = 2.4 sentence years, which is much less than half of the median Max Sec sentence.

In general, the prison is designed so that all Staff Only areas have at least one sniper guarding their entry. This also allows armed guards to be stationed near prisoner areas, but outdoors. The suppression range of armed guards does not cross from outdoors to indoors or indoors to outdoors, so stationing armed guards outdoors allows them to be close at hand to stop fights, while not casting suppression on prisoners indoors, so that prisoners can pass programs.

A lot of the doors have two door servos. This is so that one servo can be set to Close on Trigger, which allows for more automation options. For example, doors can be wired to lock shut when nobody is manning the door control systems, so that nobody will try to path through them. Multiple door servos can only be placed when there is no door servo at first.