Prison Architect

Prison Architect

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Breakbone Bog Bunkhouses
   
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26 Dec, 2024 @ 4:18am
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Breakbone Bog Bunkhouses

In 1 collection by wackypanda
Wackypanda's Prisons (Prison Architect)
10 items
Description
"With all due respect to Dr. Hurst - the good doctor doesn't seem to grasp the concept of a prison," says Richard Tomlinson, chief warden for CentreCivic Corporation. "Yes, the people in our prisons are people like us. That means they are capable of choosing between right and wrong. And they have chosen their own vices, their own fleeting pleasures and selfish gain, all at the expense of law-abiding, hard-working folk. And now Dr. Hurst proposes to take another bite at taxpayers' pockets to pay for 'reform' programs where we wag our fingers at lowlifes like these and tell them they've been bad boys."

"We must remember who we're dealing with. The GABOS riot happened not because the prisoners were backed against a wall, not because they had no other choice, but only because they thought they could get away with it. How do we know this? Look at the Keyser Soze investigations. High-ranking gang members are getting themselves tried for petty crimes under false identities, subverting the very machine of justice itself to get special treatment and further their schemes!"

"But now that we understand the problem, we can discuss informed solutions. I believe in keeping things simple and fair to the public. We've just opened a facility down at Breakbone Bog which puts my principles into practice. Under Mayor Heller's Responsible Land Use initiative, part of the swamp has been earmarked to be reclaimed as a sustainable lumber plantation. Our facility there provides prisoners with food and shelter and medical care, and isolates them from their networks and from harmful influences. This way, they learn to do the hard, honest labour which they've shirked, in order to earn appropriate incentives and privileges. Meanwhile, the reclamation is on schedule and exceeding profit targets - everyone's favourite words!"

Stats:
Small map with starting expansions on all four sides (Island Bound option)
Intake only Min Sec, Med Sec, and Legendary
$60K - $95K cash flow
12% re-offending rate (Punishment 9, Reform 6, Security 4, Health -2)

Capacity:
Min 183
Med 84
Max 4
Total 271

Map Settings:
Warden: The Lobbyist (halves chance of receiving the Violent or Lethal hidden traits, or the Volatile, Deadly, and Fighter reputations)
[ ] Fog of War
[ ] Failure Conditions
[x] Events
[x] Temperature
[ ] Staff Needs
[x] Escape Plans
[x] Prisoner Aging
[ ] Gangs
[x] Weather (Legacy)
[ ] Dynamic Reputations
[x] Prisoner Transfers
[x] Tropical Fever
[x] Fast Walking (mutator}
[x] Wild Growth (mutator)

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

Required Mods:
Ozone's Fixes and QoL All-in-One (adds materials)
Ozone's Fixes and QoL Extras Add-on (aesthetic fixes for the materials above)
Partial Alert Icons Fix (needed as the Add-on mod uses custom sprites)
Season Changer (endless summer to match the jungle map)
Auto Refund Sheet Metal (no Workshop Press)

Recommended Mods:
Daytime Sleep
Auto Promote Guards
ForesTree: Forestry Tree Controls

The other mods which I used are optional.

Explanation of Prison Policy and Build:
In contrast to my other forestry work camp, Site N273, this prison is designed as a low danger work camp.

Danger is kept low by fulfilling only the needs which increase danger. Radiators have been placed in the dorms to provide Warmth for safety against cold spells. Luxuries and Clothing are provided even though they do not increase danger, as they benefit the player in other ways. For everything else (Privacy, Drugs, Alcohol, Spirituality, and Literature), maybe they should have thought of that before becoming criminals.

All needs affect program pass rate, not only the needs which increase danger. Hence, the only reform program in this prison is Tropical Fever Vaccine, which does give a reform bonus if "passed" but temporarily protects prisoners regardless. No programs are provided for the Workshop and Kitchen. The prisoners working there spawned in with qualifications (15% chance for Min Secs and 10% chance for Med Secs).

Med Secs are allowed to transfer down to Min Sec. Note that having access to a Yard and Common Room at all gives more points to the Min Sec grading than the quality of those rooms. The parole room is zoned to Min Sec only, as paroling Min Secs is more profitable due to their shorter sentences.

Legendaries are assigned to Max Sec and given special treatment, in an attempt to play both sides. Armed guards are still necessary as Extremely Volatile prisoners will kick off even if all their needs are met (and not just the needs which increase danger). Max Sec has 100% parole cutoff so that they can leave the prison as soon as possible. The base game, without Second Chances DLC, no longer has reoffending fines for paroled prisoners.

Save editing has been used extensively. The map is a Connected Island plot, but save edited with find and replace to change all the water to murky water, and so on. Wages for prison labour have been reduced for all jobs except the Workshop and the Shop. The outermost fence has been reinforced with rebar. Other walls have been left vulnerable.

Tropical fever increases the need scaling of infected prisoners, so they might starve even though they have food. Tropical fever is spread from infected prisoners, infected visitors, or contaminated food. A Visitor Reception filters most infected visitors. Bins have been placed along the road to make sure workmen don't use bins inside the prison when dumping contaminated food. If you have a cluster of new infections (lots of mosquito alerts), look for contaminated food, or for a prisoner with middle stage tropical fever. Send middle stage prisoners to Solitary and send a doctor to treat them. Fire pits and netted beds provide short temporary immunity, which can prevent spread in a pinch while prisoners are waiting for their vaccine program session. Netted beds are expensive.

There is no Protective Custody sector. Snitches are sent to Min Sec. Min Secs are much less likely to spawn with the hidden Violent trait (not a reputation) which is required to attack Snitches. Snitches are not completely safe, as there are still Shared areas with Med Secs, and some of the Min Secs are actually transfers from Med Sec. To increase Snitch safety, use Free Fire in all sectors so that the snipers are quicker to respond, and change the north Forestry to Med Sec only.

Contrary to popular belief, prisoners can dig through naturally-occurring deep water. It just takes a very long time and is prone to glitching and forcing them to surface. Use the Spectral Staff mutator temporarily to remove tunnels over deep water. Searching the dorms every so often should control digging. There are power switches near each dorm to manually keep track of which dorms have been searched.

To represent this Lobbyist's alignment with the Mayor, I've hardened the prison against some of the base game events:
- no weight benches or TVs to be removed
- no radios to rile up prisoners
- no reform programs means no contraband-smuggling teachers or corrupting spiritualists

Food quantity is at Medium for safety against tropical fever starvation and events where I want to use Bangup, so the food reduction demand event is still possible.

The Keyser Soze event changes a random Min Sec to a Legendary prisoner. I could have hardened against this by not taking Min Secs, but that would have its own challenges. if the Bulk Intake event brings in Max Secs, reassign them all to Med Sec. It is possible to get the Preacher event without a Chapel, but that doesn't have negative effects. Prisoner demands? lol. lmao. Bangup, Elite Ops, and Riot Guards will handle it. The event ends after three bursts of violence. The Virus event spreads quickly through the dorms, so use Bangup and paramedics.