Prison Architect

Prison Architect

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Site N273 (Free DLC only)
   
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File Size
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22.651 MB
13 Jul, 2024 @ 12:48am
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Site N273 (Free DLC only)

In 1 collection by wackypanda
Wackypanda's Prisons (Prison Architect)
10 items
Description
Site N273:
A frozen waste, fit for wastes of human form.

Stats:
Large map
Intake only Supermax and Legendary
$160K - $200K cash flow
19% re-offending rate (Punishment 0, Reform 0, Security -5, Health -5)

Capacity:
Shared 1012

Map Settings:
Warden: J. W. Periwinkle (dogs automatically uncover tunnels)
[x] Fog of War
[] Failure Conditions
[] Events
[x] Temperature
[] Staff Needs
[x] Escape Plans
[x] Prisoner Aging
[] Gangs
[x] Weather
[] Dynamic Reputations
[x] Prisoner Transfers
[x] Endless Winter (mutator)

Guard Complement:
Guard 180
Armed Guard 60
Dog Handler 32
Sniper 30
Total 302

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

Recommended Mods:
Ozone's Fixes and QoL All-in-One
Daytime Sleep
Season Changer (Enforces endless winter, as the Endless Winter mutator by itself doesn't change the season indicator at the top and doesn't produce winter weather. The mutator only reduces the temperature slightly and adds the Exposure status effect.)

Convenience Mods:
Murgh's Devtools (delete the dirty clothes piling up in Reception)
Mass Security Level Changer (divide new prisoners into Supermax and Max Sec)

The other mods which I used are optional.

Explanation of Prison Policy and Build:
Forestry was only added as a prison labour option when Cleared for Transfer was released. It is still generally dangerous for prison labour, as it generates some of the most dangerous contraband aside from guns and keys. But Forestry is the only prison labour that generates income for your prison without requiring prisoners to pass any program, which would require addressing their needs (imagine). This prison is designed as a high danger, high security Forestry work camp, with no escapes despite plenty of riots.

Manually assigned permanent solitary doesn't shackle prisoners. Therefore, Legendaries are designated as Min Sec so that the slightest misconduct gives them 8640 hours of solitary in shackles. They are then caged up beside the Canteen to stew in their own filth in front of all the other prisoners, like the legends they are.

The Needs tab is greyed out because there is no Psychologist.

Incoming prisoners are divided into Supermax and Max Sec so that eating times are staggered. Food is set to Medium Quantity/None Variety because Low Quantity leads to triple digit-strong riots (as opposed to only double digit), which leads to more prisoner deaths than can be replaced in a single prisoner intake. From this and my other prisons, I believe that a prisoner must eat an average of 3 units per day, where Low Quantity counts as 1 unit. More investigation is needed.

There used to be Sleep slots in the regime, but there aren't any in this save. Sleep deprivation doesn't seem to be as riot-inducing as food deprivation. I don't know if prisoners can dig under these conditions, but I keep dog patrols with Periwinkle as the warden anyway, in case anyone wishes to put in Sleep slots.

The CCTVs in the dormitories are not connected, as I found that armed guards responding to misconduct through CCTVs were more likely to try and enter the dormitories instead of just shooting through the barred walls as I intended. (However, it isn't clear whether CCTVs are intended to produce a guard response, or are merely intended to produce an alert.) There are enough CCTV monitors to connect the CCTVs if you wish.

In previous builds of Prison Architect, perimeter walls blocked both electrical cables and water pipes. They now only block water pipes, but I have avoided placing electrical cables under perimeter walls anyway. Despite the tooltips on the Footbridge objects claiming that they can't be built over walls, you can simply drag them over the walls to build them. It is best to build the wall before the bridge.

The strips of lights and logic gates on the east side are for the airlocks. Prison Architect's logic circuit system is suboptimal for airlocks, in a few ways:
- There is no sensor for when a door is not open.
- Door servos can be set to Close on Trigger, but this just applies the Lock Shut state to the door, which makes entities re-path instead of making them wait for the door to open.
- Door Control Systems cannot be connected to logic gates. You cannot make an if(DoorControlSystem == true AND OtherVariable) statement.
- There is no single delay gate object.
Nevertheless, a number of airlock designs exist. The airlocks in this prison use Status Lights as delay gates, which are also useful as a method of detecting sustained input from entities jamming the inner pressure plates.

The dog patrols in the front control the road barriers.

The save file has the ImmediateMaterials true flag. This teleports materials directly into Deliveries and teleports materials to building workmen, which was default behaviour prior to Island Bound and the Rock update. This differs from the Fast Deliveries mutator in that other objects like food are still delivered. The Ozone's Fixes mod adds a staff member, the Construction Specialist, which allows you to toggle this flag without opening the save file yourself.