Prison Architect

Prison Architect

Not enough ratings
Point Nemesis (Island Bound)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
4.331 MB
19 Aug, 2024 @ 6:56am
13 Dec, 2024 @ 8:29pm
5 Change Notes ( view )

Subscribe to download
Point Nemesis (Island Bound)

In 1 collection by wackypanda
Wackypanda's Prisons (Prison Architect)
10 items
Description
Welcome to Point Nemesis.

Kneel, or break.

You're all legends of the criminal world? Your whole posse is here?

Good.

You will watch your precious leaders in their cages, and you will fill your diapers and do nothing.

You think you're special? You think you'll go down fighting in a blaze of glory?

Fool.

Out here, death answers to me.

(Now hiring! Competitive benefit packages and exclusive on-site facilities available!)

Stats:
Small map
Intake only Supermax and above
$17K - $19K cash flow
No grading (No Release mutator)

Capacity:
Shared 124
Death Row 8 (adjustable between 0 and 12 - see Explanation of Prison Policy and Build)
Total 132

Map Settings:
Warden: Rita (reduces chance of Stoical or Fearless, doubles suppression gain rate)
[] Fog of War
[] Failure Conditions
[] Events
[x] Temperature
[x] Staff Needs
[x] Escape Plans
[x] Prisoner Aging
[x] Gangs (Legacy)
[] Weather
[] Dynamic Reputations
[x] Prisoner Transfers
[x] Gang Warfare (mutator)
[x] The BIG House (mutator)
[x] No Release (mutator)
[x] Contraband Scanners (mutator)
[x] Permanent Night (mutator)

Required DLC:
Free for Life (free)
Cleared for Transfer (free)
Island Bound (paid)

Required Mods:
Lethal and Less Lethal Armed Guards
Body Armour Improvements
Misconduct Sensor - Reduced Range
Ozone's Fixes and QoL All-in-One (adds the Hazard Pipe Wall used for the cells)

Recommended Mods:
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:
This one goes out to everyone fed up of giving Legendaries special treatment or an entire battalion of guards. The mods I've used do not alter guard toughness or prisoner aggression. Less Lethal Armed Guards use rubber shot and are less likely to kill, but they do get lucky (or unlucky) shots. Staff Needs are enabled to put in more amenities to taunt the prisoners with.

Tazers and firearms can be fired at prisoners through Barred Walls, Glass Walls, or any wall that does not block vision. (I've read that the range is 12 tiles, but I haven't extensively tested this. I've used the Hazard Pipe Wall from the Ozone's Fixes mod for aesthetics, to represent force field generators or something futuristic.) Then, a system of Misconduct Sensors, pressure plates, and logic gates prevents guards from engaging misbehaving prisoners in melee. The pressure plates are because guards need to have a path to a prisoner before they will use ranged weapons, so using a Misconduct Sensor alone to lock doors shut will not work. There is still a bug where prisoners might phase through barred walls if a guard misses their tazer shot.

While there are kennels, there are no dogs. I haven't tested how dogs interact with barred walls.

Once prisoners misbehave, they are given 100,000,000 minutes of Lockdown. Since this isn't a manually assigned permanent punishment, they will be shackled for the rest of their stay. Death Row prisoners are the exception, but the Less Lethal Armed Guards should take care of these. Death Row prisoners with the Exercise need are more prone to acting up, and should be executed as soon as their chance of clemency drops to an acceptable level. Death Row prisoners who don't act up as much can be left alive.

When a Death Row prisoner is granted clemency and converted to Max Sec, simply change their cell in the Death Row block to Shared and proceed as normal. If the Death Row block is full and no more Death Row prisoners can be accepted, the switches in front of each cell can be used to lock individual cells shut and starve the prisoner inside, to make room. Make sure a prisoner is shackled before starting starvation. Starvation takes roughly 7 game days. There is a possible bug where starved prisoners might be taken to the Infirmary instead of the Morgue, and resurrected. To prevent this, change the prisoner's security level to PC before starting starvation.

New prisoners who haven't been shackled yet can kill rival gang members or Snitches in the paired canteens, but this isn't a big deal.

The map is an Island Plot. I built a helipad so that the game allowed the starting dock to be dismantled, then replaced the whole map with Lunar and used a Money Spawner mod to top up back to my starting amount. The helicopters represent lunar shuttles. Buying land expansions will generate water and islands, or only water, depending on what you select.

The blinking lights on the helipads are linked to a logic gate loop. The airlocks are a design I used in another prison (Site N273), but the number of Status Lights needed for an appropriate release time is different. Logic Bridges have also been added to delay pressure plate signals for the right-hand doors, so that it is impossible to open both doors by pressing pressure plates on both sides at the exact same time. Helicopters trigger indoor and outdoor pressure plates, as little sense as it makes.