Prison Architect

Prison Architect

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Vivax Psychiatric Hospital and Nature Preserve (Psych Ward and Jungle Pack)
   
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2.990 MB
3 Jun, 2024 @ 4:27am
3 Jun, 2024 @ 5:57am
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Vivax Psychiatric Hospital and Nature Preserve (Psych Ward and Jungle Pack)

In 1 collection by wackypanda
Wackypanda's Prisons (Prison Architect)
10 items
Description
Vivax Psychiatric Hospital:
Where medical science meets the law of the jungle.

Exiled from civilisation to the edge of a nature preserve where felling trees is prohibited by law, the inmates of Vivax Psychiatric Hospital are ravaged by florid insanity and exotic tropical fevers. However, while the facilities seem shabby, the staff take every effort to give appropriate treatment for any illness.

Stats:
Small map with Generate Forests and Generate Lakes enabled
Intake only Criminally Insane
$15K cash flow
19% re-offending rate (Punishment 9, Reform 6, Security 3, Health 1)

Capacity:
Criminally Insane 74

Map Settings:
Warden: Dr. Slugworth (increases Psychiatric Consultation effectiveness, increases chance of receiving Psychopathic prisoners)
[] Fog of War
[] Failure Conditions
[] Events
[x] Temperature
[x] Staff Needs
[] Escape Plans
[x] Prisoner Aging
[] Gangs
[x] Weather (Legacy)
[] Dynamic Reputations
[] Criminally Insane Turning
[x] Prisoner Transfers
[x] Nature Conservation Zone (Mutator)

Required DLC:
Free for Life (free)
Cleared for Transfer (free)
Psych Ward (paid)

Recommended DLC (loading the game without this DLC will not affect existing items):
Jungle Pack (paid)

Required Mods:
Ozone's Fixes and QoL All-in-One (adds the EEG item, which has a toggle for fixing Criminally Insane prisoners if they get stuck in Medical Beds)

The other mods which I used are optional.

Explanation of Prison Policy and Build:
The Nature Conservation Zone mutator prevents trees from being destroyed. It also prevents trees from being assigned to rooms, even if this would not destroy the trees (e.g. making the forests into Yards). I temporarily deactivated the mutator to assign the Yards and to destroy a single tree blocking the north fence. The mutator also prevents drawing plans over trees, or building power cables or water pipes under trees. However, trees can be destroyed by building flooring under them (e.g. changing their Long Grass to Dirt).

Outdoor Canteens and Kitchens were introduced in a base game update and are not exclusive to Jungle Pack.

Unfortunately, Weather does not follow the map type, so heating is required for winter. The boilers in each wing have power switches to turn them off in summer. (I have since made a Season Changer mod that allows functionally endless summers. While this prison was not made with the mod, the mod is safe to use on this prison.)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3286164950

There is occasionally thrown contraband in the north-east Yard. Apparently Visitation allows thrown contraband to be generated in nearby outdoor areas, and empty buildings / No Access areas do the same, though I am not sure if either of these are the cause.
https://www.reddit.com/r/prisonarchitect/comments/n0grjs/contraband_is_out_of_control_why/gwee0i8/
https://steamhost.cn/steamcommunity_com/app/233450/discussions/0/3106890248087161372/

I am not yet familiar with the tropical fever mechanic. Occasionally deliveries are marked as contaminated even without dogs or detectors. I immediately dump these.

Criminally Insane prisoners cannot be used for prison labour and cannot attend work or education programs. They no longer appear under "up for parole". However, they can attend all wellbeing programs, which can be seen under the Policy tab where you would normally choose privileges for different security levels. The wellbeing programs are:

- Spiritual Guidance
- Pharmacological Treatment of Drug Addiction
- Alcoholics Group Therapy
- Behavioural Therapy
- Psychiatric Consultation (Psych Ward)
- Flower Therapy (Going Green)
- Animal Therapy (Second Chances)
- Conflict Resolution (Second Chances)
- Reformed Prisoner Consultation (Second Chances)
- Breathe Therapy (Gangs)
- Fight Club (Gangs)
- Faith Program (Gangs)
- Gang Rehabilitation (Gangs) - unsure if Criminally Insane can be gang members to begin with
- Tattoo Removal Program (Gangs) - as above

My success rate for Spiritual Guidance is 35%. This may be due to Criminally Insane behaviours (e.g. running around instead of eating), or due to the outdoor design of the prison which exposes prisoners to rain and spikes their needs. This isn't a big deal, as fully-upgraded Psychiatric Consultations have a 100% success rate, so individual prisoners' reform ratings can be maxed as long as they attend enough Psychiatric Consultations.

I have 4 Psychiatrists with 8 slots each, for a total of 32 possible Psychiatric Consultations per day for 74 prisoners. According to wikis, a fully-upgraded Psychiatric Consultation makes a prisoner stable for 5 days. I have not verified this, but the ratio I used seems sufficient. However, the number of prisoners interested in Psychiatric Consultation increases and decreases during the day, so if you want all prisoners to be able to attend a Psychiatric Consultation whenever they want it, you will need a higher ratio of slots to prisoners.

If you have Second Chances, Criminally Insane prisoners do not give grant bonuses for reduced re-offending percentage.