Prison Architect

Prison Architect

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Lin-Dovico Institute for Reform Research (Future Tech and Psych Ward)
   
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9 Sep, 2024 @ 6:10am
4 Nov, 2024 @ 3:07am
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Lin-Dovico Institute for Reform Research (Future Tech and Psych Ward)

In 1 collection by wackypanda
Wackypanda's Prisons (Prison Architect)
10 items
Description
Anyone can be reformed.

For those who have committed the most regrettable crimes, the Lin-Dovico treatment is a revolutionary development. The Lin-Dovico treatment involves implanting bioelectronic controllers in the subject's endocrine glands and central nervous system, where the implants continuously monitor and correct hormone and neurotransmitter levels and neural impulses, greatly improving the subject's compliance to societal obligations. The implants are self-maintaining and can metabolise fuels found in the typical human diet.

Common side effects include increased hunger and fatigue. In rare cases, subjects may experience psychosis and obsessive behaviours, which can be controlled through fine-tuning of implant settings in consultations with qualified specialists. Prior to re-introduction to society, it is recommended that all subjects undergo a period of adjustment and training for labour, during which daily activities should be monitored.

Incidents of breakthrough violent behaviour resulting in staff and subject fatalities have been reported. Further neural recording of the subjects involved is crucial for building more accurate simulations of post-implant thoughts and drives and optimising implant control. Current guidelines for staff safety and subject discipline include staff training in the use of up-to-date subdual equipment and approved augment types.

Independent investigations have concluded that the fire which occurred in the Institute for Reform Research on 2071-12-19 was caused by an electrical fault, debunking the popular narrative that the fire was started by a subject attempting suicide by self-immolation.

Stats:
Small map
Intake only Supermax, Legendary, and Criminally Insane
$5K - $16K cash flow
6% re-offending rate (Punishment 6, Reform 7, Security 0, Health 4)

Capacity:
Shared 56
Criminally Insane 10
Total 66

Map Settings:
Warden: Alexis Lin (suppression decay 60% slower, nullifies Instigators, Extremely Volatile misbehaviour frequency reduced by 50%)
[x] Fog of War
[] Failure Conditions
[] Events
[] Temperature
[] Staff Needs
[x] Escape Plans
[x] Prisoner Aging
[] Gangs
[] Weather
[] Dynamic Reputations
[x] Criminally Insane Turning
[x] Prisoner Transfers
[x] Needy Prisoners (mutator)
[x] Super Guards (mutator)
[x] Super Dogs (mutator)
[x] No Violent Prisoners (mutator)

Required DLC:
Free for Life (free)
Cleared for Transfer (free)
Future Tech (paid)
Psych Ward (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)
Tazer Rollout Expansion (previously Tazer Certified Dog Handlers)
Partial Alert Icons Fix (required as the Tazer Rollout Expansion uses custom sprites)
Daytime Sleep (the regime has Sleep slots in the daytime)

The other mods which I used are optional.

Explanation of Prison Policy and Build:
This is a futuristic prison where criminal behaviour is suppressed with implants. The No Violent Prisoners mutator is used for this effect, while the Needy Prisoners mutator and Criminally Insane Turning setting is used for the resulting mental damage.

The No Violent Prisoners mutator prevents prisoners from spawning with the Violent trait. Traits are not reputations: Traits are never revealed to the player, and can only be read from the save file or deduced from a prisoner's crimes. Traits are used as prerequisites for spawning with certain crimes, and can directly affect prisoner behaviour. One clear difference in these Supermax prisoners without the Violent trait is that they have never attacked Snitches. However, the Volatile reputation doesn't have the Violent trait as a prerequisite, so many of the prisoners in this prison have Volatile, and they can still occasionally act up. The Lobbyist warden could be used to reduce the frequency of prisoners spawning with troublesome reputations, but I used Alexis for flavour. Stun batons, guard promotions, the Super Guards and Super Dogs mutators, and the Tazer Rollout Expansion mod are for reducing staff fatalities from dealing with these prisoners. The majority of staff fatalities have been the robot dogs.

When prisoners arrive, wait for them to be escorted to their cells before assigning them to get Tracking Belts. The escort orders may conflict otherwise.

Orderlies can be inconsistent in engaging misbehaving Criminally Insane prisoners. To improve consistency, I've set a short Lockdown for Destruction as opposed to no Lockdown, and specifically deployed Orderlies instead of allowing them to hang around the Criminally Insane wing on their own. Hand out 6 hours Lockdown to prisoners who are misbehaving without guard engagement.

I am not certain of the exact conditions for a prisoner to turn Criminally Insane. I have had 5 or 6 turnings over the lifetime of this prison, and these have usually (but not always) occurred after punishments were handed out for attacking staff, so suppression could be one factor.

In rare cases, AI prisoners can start fires with contraband lighters. Prisoners are not fireproof.
1 Comments
Max_Regime 12 Sep, 2024 @ 6:38am 
cool