Prison Architect

Prison Architect

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Kolnaya Farm Site 28 (Paid DLC)
   
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File Size
Posted
Updated
6.927 MB
12 Jan @ 1:40am
13 Jan @ 3:27am
2 Change Notes ( view )

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Kolnaya Farm Site 28 (Paid DLC)

In 1 collection by wackypanda
Wackypanda's Prisons (Prison Architect)
10 items
Description
The dayside of the tide-locked planet of Kolnaya is wracked with violent thunderstorms and blistering heatwaves, which infamously led to the subsidence and complete structural failure of XStar's forward base and the class-action lawsuits which sealed the tour company's fate. Yet Kolnaya's eternal sun has proved invaluable for feeding neighbouring colonies. Convicts from these colonies are often sentenced to stints of hard labour on purpose-built Kolnayan farms, colloquially referred to as "making maize while the sun shines".

Stats:
Small map
Intake only Min and Med Sec
$25K - $30K cash flow
16% re-offending rate (Punishment 9, Reform 5, Security 4, Health -2)

Capacity:
Min 86
Med 86
Total 172

Map Settings:
Warden: The Botanist (increases export price for crops, increases seed drop rate, increases time to wilt or spoil)
[] Fog of War
[] Failure Conditions
[] Events
[x] Temperature
[] Staff Needs
[x] Escape Plans
[x] Prisoner Aging
[] Gangs
[x] Weather (Perfect Storm DLC, High)
[] Dynamic Reputations
[x] Prisoner Transfers
[x] All Reputations Revealed (mutator)
[x] Permanent Day (mutator)

Required DLC:
Free for Life (free)
Cleared for Transfer (free)
Future Tech (paid)
Going Green (paid)
Island Bound (paid)
Jungle Pack (paid)
Perfect Storm (paid)

Required Mods:
Disable Work Qualifications (Continued)
Season Changer (prevents winter, to match the Jungle map)
Daytime Sleep (the regime has Sleep slots in the daytime)
Ozone's Fixes and QoL All-in-One (allows prisoners to fulfill Hydration from combination toilet-sinks, actually the default toilet object)

The other mods which I used are optional.

Explanation of Prison Policy and Build:
This prison's central idea is a futuristic prison on a tide-locked planet (the Permanent Day mutator), combined with 12-hour continuous Work/Lockup shifts for prisoners.

Prisoners are not able to tend to their needs during the 12-hour work shifts, so danger oscillates between none to medium. However, the prison intakes only Min Sec and Med Sec, and half of the prisoners have Free Time or Sleep at any one time, so there have never been any riots. The game files also show intent for farming work to fulfill the Freedom need, which might be helping to keep danger down if it actually works as intended. There is no way for prisoners to fulfill the Drugs, Alcohol, Spirituality or Literature needs in this prison, as there are no reform programs and these needs do not increase danger.

Snitches are kept safe in their own holding cell and they are only allowed to work in the Shop. Snitches are assigned to "Supermax" instead of Protective Custody as Protective Custody prisoners will not work in Shared zones, but the inside of the Shop needs to be Shared for all prisoners to buy from it. The Parole room is set to Supermax deployment so that Snitches can be paroled if there are too many of them, though there are currently no parole programs running. Prisoners can be escorted to Parole, so the "Supermax" Snitches do not need to be able to path there on their own.

Digging is controlled by giving all prisoners tracking belts. 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. Prisoners also need to be able to path to an infirmary on their own to get a tracking belt even though they are escorted, which is why the Shop has a back door; there is no other path for "Supermax" to reach an infirmary. Save editing has been used to punish escape attempts with 100,000,000 minutes of Solitary, so that their punishment only ends when I manually end it.

Min Secs have been given Cleared for Transfer sector grading perks to motivate Med Secs to behave. Anyone in Min Sec who gets caught with contraband gets kicked up to Med Sec to do better.

The Overproduction Grant from Going Green can be repeated 5 game days after you last completed it. Bananas are often the bottleneck.

When using helipads for inbound deliveries, be aware that prisoners can take contraband directly from boxes flying overhead, before the boxes can pass any scanners you have in Deliveries. Classic PDX QA. You can tell yourself that the contraband is dropped or thrown by corrupt pilots.

The helipad-only transport and the double outer walls have played havoc on Deployment. One tile of Empty Room has been placed in the northwest corner, because without this tile, the outer ring will lose its Staff Only setting on save reload. The central area is Unsecure because it "faces" inbound helipads which are the only method of entry. In prisons where I've used helipads for export only, the helipad area was Secure and could be set to a specific Deployment. It is possible for this Unsecure area to generate "thrown" contraband, so this is not the best arrangement if you want to be strict.

The cell blocks have boilers and radiators, as even with the Season Changer mod, cold spells which increase the Warmth need can occur, and the Warmth need increases danger. The power switches are for turning off the boilers during Heatwave calamities, as overheating prisoners seem to be unable to fulfill needs like Sleep.

If non-summer calamities like Blizzards occur with the Season Changer mod, change the Weather Intensity in Map Settings to refresh the weather, and then change Weather Intensity back to High.

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.
1 Comments
Talon 1-1 13 Jul @ 4:35pm 
^Canon^