Prison Architect

Prison Architect

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Point Vulcan (Going Green and Second Chances)
   
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17.677 MB
10 Apr, 2024 @ 2:14am
12 Jun, 2024 @ 7:11am
8 Change Notes ( view )

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Point Vulcan (Going Green and Second Chances)

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 three expansions, one to the north and two to the east
Intake only Max Sec and above
$180K - $210K cash flow
4% re-offending rate (Punishment 9, Reform 9, Security 2, Health 1)

Capacity:
Min 28 (technically shared with Max, using Empty Rooms to set deployment)
Med 203
Max 358
PC 13
SuperMax 20
Death Row 3
Total 625

Map Settings:
Warden: The Pacifier (reduces danger level)
[] Fog of War
[] Failure Conditions
[] Events
[] Temperature
[] Staff Needs
[x] Escape Plans
[x] Prisoner Aging
[] Gangs
[] Weather
[] Dynamic Reputations
[x] Prisoner Transfers

For-profit Prison Labour:
Workshops: 39 and 40 prisoners
Farming Field: 16
Vegetable Allotment: 3
Fruit Orchard: 4 (0 employed)
Restaurant: 49

Required DLC:
Free for Life (free)
Cleared for Transfer (free)
Going Green (paid)
Second Chances (paid)

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)

Convenience Mods:
Money Spawner (used to negate re-offending fines from Second Chances)

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 tunnels 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. However, the Protective Custody wing has a parole room, to schedule parole sessions and make room for new Protective Custody prisoners if needed.

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.

The east wing kitchen and canteen are smaller than they should be, and a lot of tray dispensers have been placed in the canteen to compensate. Because of this, even though the Botanist or the Ecologist warden would give higher profit, the Pacifier warden is used to reduce danger level.

The Fruit Orchard is relatively safe for prisoner labour as long as you don't grow oranges, as prisoners steal oranges specifically. There was going to be a Bakery as well as a Restaurant, but having both seemed to reduce the number of customers at the Restaurant.

The weird Protective Custody sectors in Deployment are intentional. They are to block access to gen pop prisoners, while free-fire is on in Staff Only, allowing better control of which armed guards and snipers are free-fire and which ones aren't.

I have promoted as many guards as possible (Free for Life feature). This increases the promoted guards' attack power and toughness at the cost of an increase in their daily wage. Specific increases per guard are linked in the change notes. In aggregate, this prison has 175 regular guards and the cost increase was $725 per day.