Prison Architect

Prison Architect

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15 Oct, 2014 @ 12:47pm
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Description
DISCLAIMER:
I totally stole this concept/idea from Blackbird's prison called 'Attempt at Automation v1'. I improved on the layout of his prison and I am curious what his v2 will look like.

ATTEMPT:
The focus behind this prison is smooth automation and routine, whilst having a good grading and few incidents, and as few staff members as possible.

LEGALITY:
I used a starting grand of 450.000 (by selling a previous prison) of which I had approx 180.000 left after building both sides of the prison, I did use grants and a minimum staff to keep my spendings balanced.

GRADING:
Each side only needs 4 guards really, but because of the grant and because I can afford it, I'm having a total of 20 guards out there. There are also 2 armed guards and 2 dogs on each side, which might be one too much for each.
I invested in 2 psychologists per prison side, one could cut down on that too. 4 workmen weren't enough, they tend to leave all the garbage for last and I ended up with garbage all over the place. 2 doctors should be enough for both sides. 4 janitors seems enough, and 2 gardeners might be one too much.

Maybe the place would be healthier if the prisoners had more space or more weightlifting items? I feed them high/high.

The biggest issue I've had with this prison is the turn-up at the programs. No one's motivated for the workshop or school...

DEATHS:
I've seen 2 deaths happen, a cop killer killed a snitch and the guards killed the cop killer, this is because I overcrowded the 'protected custody' department. The 3rd death I have no clue about, it probably happened while I let the prison run overnight.

DAY:56
CELLS: 46 (2 prot. custody)
DEATHS: 3 (2 cause I was sloppy, 1 cause I was sleepy)
RIOTS: 0 (everyone's content all the time)
ESCAPES: 0 (haven't found any tunnels either)
INCIDENTS: 52.1 days since last incident

OTHER NOTES:
Each side has approx 90 items to search during shakedown, a single guard takes about 10 hours to search them all.
Drugs, broken broomsticks and guard batons are the #1 succesfully smuggled items.
Most of the contraband that doesn't fail to get caught before shakedown appears to be thrown over the wall.
When the deaths happened, I didn't have tazers researched yet, allthough I doubt that it would've mathered much in that death scenario, I'm sure it doesn't mather much for the prison's hostility overall, as it ran smooth for a long while before the snitch and the cop killer were admitted.

1 Comments
J. Jackson 28 Dec, 2014 @ 12:38pm 
cool