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Workshop layout prison architect range Nutrition Research - Have a single low quality meal regimed per day for a total of 48hours, and at workshop layout prison architect range different time have three high quality meals regimed per day for a total of 48hours. Home Discussions Workshop Market Broadcasts. While prisoners do not face health risks from excessive heat they may become more likely to commit infractions, including violence and rioting. This can be used to more accurately assign guards to the prisoners half. If a CI's cover is blown they will become a ranve target for attack and they should be moved to protected status immediately to avoid death. Logs that can be bought or produced in the Forestry are dropped off here worrkshop are turned into Wood using a Workshop Sawwhich will be sold automatically as long as there is no Carpenter Table. A dog patrol on the exit will prevent poisons from entering your prison and spot most clubs.

The infirmary spawns several kinds of contraband including drugs and scissors so a dog handler and metal detector should be included on all doors into the infirmary. A guard presence inside the infirmary is also highly recommended as recovered prisoners are often as violent as when they lost consciousness so will start damaging objects and attacking others as soon as they're healed.

As doctors are the only way to recover unconscious staff and prisoners before they die it is best to protect them well during riots. Solitary doors on the entrance will slow riots entry into the infirmary and gives you a chance to route guards into the area. If a prisoner dies the infirmary can't do anything for them, but the Morgue is ready to help. At current the morgue's only function is to store dead bodies until a hearse can pick them up. Each body needs a morgue slab to rest upon and the bodies are transported by guards.

The morgue does not spawn any contraband on its own but be aware that staff bodies in the morgue retain all their items including keys, tazers, shotguns, and others.

As such it is worth keeping prisoners out of the morgue [NOTE - These items are also on bodies in the general population, if a guard or other staff member dies or is rendered unconscious search every prisoner for his keys and weapons immediately]. Two to three slabs should be enough to cater for a large prison, and during riots where more than a couple of prisoners may die bodies may still be loaded directly into hearses.

The Security Room again serves no intrinsic purpose but several objects can be placed within it to reduce the chance of prisoner disobedience sending people to the infirmary or morgue. The basic room requires the same as a regular office, one chair, one office desk, and one filing cabinet. With only that the room will act as a congregation point for guards but little more, the real strength of the room is its ability to house CCTV and Phone Tap monitors.

It is also the location confidential informants CI's will report to when activated. CI's can generally be trusted to not steal everything from the security room and a full explanation of CI's role can be found in another part of this guide. Be aware that the security room spawns door keys as well as some other contraband. Prisoners should be kept out of the room at all times. If fitted with CCTV or phone tap equipment it will become a prime target during riots so solitary doors are advised. For more information about the different security methods skip ahead to the appropriate section.

The Execution chamber needs only a 2X2 electric chair. Since the developers made executions and death row inmates an entirely avoidable part of the game it seemed only right to do the same in the guide. The last room to be mentioned in this guide is the standard Office.

Offices are the base for wardens, accountants, foreman, security chiefs, lawyers, and psychologists and allow for development of the bureaucracy research tree. With the exception of psychologists and foreman none of these staff need to ever enter the actual prison so their offices can be safely positioned outside the wall to keep the expensive and easily killed staff away from possible danger.

The office also spawns some low level contraband including cigarettes, lighters, alcohol, and unregistered phones.

A dog patrol and metal detector are advised where prisoners are allowed into offices. As for the exceptions the foreman is expected to inspect your prisons workshops regularly and will visit them to do so in person. Psychologists serve a dual function with the psychologists walking to common rooms for AA meetings as part of the prisoners program, or prisoners can be sent to the psychologist's office for Behavioral Therapy sessions.

You will need at least 4 offices to research everything. Parole Rooms exist as a specialist type of office. The function it must be visitable by the Inmate, the Inmate's Lawyer, and a Parole Officer the latter two of which will spawn on the road like a visitor. The parole room needs only a visitors table and be larger than 5X5. You can change the leniency of the parole board in the 'policy' tab at any time.

The parole room will only function if the 'Parole Hearing' program is active. Prisoners may become angry if they are denied parole so have a guard in the room to protect your staff. On top of the standard deliveries room you can build a purpose built reception room to hold newly arrived inmates. The reception requires a desk, a table, and a chair to operate and has no size restrictions. If built all new prisoners will be taken to the reception instead of deliveries zones and left until a guard is free to strip search them.

This will stop contraband from entering the prison with new arrivals but is very labor intensive due to the individual searches required. As well as searching new prisoners the reception will also distribute fresh uniforms and as such needs to be serviced by a laundry.

Mail rooms work next to Receptions to intake unsorted mail. The room must contain sorting tables which will determine the room's capacity to hold unsorted mail and regular tables which will determine the capacity to hold mail satchels.

Both items are imported each day at 6am on a roughly ratio and excess unsorted mail can be stored on the regular tables if there are no free sorting tables. Like the library the sorting process relies on prison labor and takes a fairly long time to sort each mail sack, however guards are capable of distributing sorted mail throughout the prison using the supplied mail satchels.

Visitation rooms are where your prisoners will receive visits from their family. These meetings will satisfy their family needs but also act as a possible trigger for violence or contraband. When in use prisoners will enter room from the prison if they have a permitted route regardless of other timetabled activities, and family members will arrive from the road and walk to the room ignoring any access restrictions as needed. This can place the family members at risk if the visitation room is located within the core of the prison, or allow possible escape if prisoners must travel through less secure passages to reach it.

More information on visitation mechanics can be found later in the guide. The visitation room can be any size but must contain either visitor tables or visitor booths. Each of these items is capable of handling one prisoner and their family at a time. The shop functions with the prisoner cash system [More about that later when we work and prisoner cash] to provide prisoner with extra items in return for a small amount of cash.

The room requires a 4x4 indoor space with shop shelving to store sellable items. It also requires a shop table to unpack items on, and a shop front to actually sell the items though as prisoners will not enter the shop unless directed to work there. As well as all the indoors rooms Deliveries, Garbage, and Storage also need to be taken into account during prison design.

Deliveries are quite simply where everything enters your prison and where the trucks unload goods including food and construction equipment, prisoners, and anything else. Garbage is the reverse and where your prisons rubbish is stored while waiting to be exported via truck.

Both of these rooms should be placed near to the road so as to avoid bottlenecks and, as they can contain random contraband [Note- mostly tools with some narcotics and luxury items] in the imported goods as well as easy access to the road area they should not be accessible for prisoners. Storage areas should be treated the same way but can be placed further from the road. Items will spawn in the storage area before being delivered via truck if there is free space, and disassembled items will be taken to the storage area for….

Now we know the requirements of each guard type a full examination of their abilities is needed. Guards are your grunt labor able or manage your prisoners and put down simple violence. They also perform searches, open doors, and generally keep the peace.

As a guard unit they see through the fog of war if you have it enabled. You also need several guards free to perform other daily functions about 1 free guard for every 10 prisoners generally works okay. Regular guards have multiple upgrade options through the bureaucracy tab that require the chief of security and 'security' upgrade to access. These upgrades are very useful for putting down small disturbances with less chance of serious injury or death.

The tazer can fire only once per hour and flashes when it it recharging. All guards are armed with a club to subdue prisoners when not equipped with a functional tazer, however they are very susceptible to getting mobbed as most prisons should have more prisoners than guards. The upgraded form of the regular guard is the Armed Guard. Armed guards carry shotguns capable of instantly killing violent prisoners and ending riots in the area they shoot but lose the ability to perform any other guard duties.

Be careful however as armed guards add to the danger level of all prisoners in your prison so any inmates not suppressed by their presence are more likely to riot. Armed guards can be upgraded with body armour like regular guards, however they do not need to attend a class to equip tazers needing only a separate 'Tazers' research. This is a good idea as without a tazer the armed guards are very likely to kill prisoners who could be better controlled.

During riots armed guards will shout warnings and may encourage prisoners to surrender peacefully, however almost all prisoners in an area will surrender once they open fire. There are also dangers and downsides to suppression, but more about that later. Dog Patrols act as mobile contraband detectors.

The dog is able to detect any contraband with the tag 'smelly' as well as tunnels directly below them. The dog has a smell range of 3m in any direction and will automatically smell any object to enter that radius while on patrol. While a dog is smelling a brown circle will appear over the object, and if anything is detected the dog handler will search the item or prisoner.

As this takes the dog off its patrol multiple dogs should be assigned to places where multiple prisoners can be expected to smuggle smelly contraband within short time periods infirmaries, visitation, cleaning cupboards, etc. Dog's will also detect tunnel digging directly below their 3m smell radius and indicate it with a tunnel warning and a yellow flag. This can indicate where a cell search may find the entrance to the tunnel but will not stop the tunnels progress without a cell search.

Both tunnel and contraband detections are open to false positives so be aware you might be chasing ghosts. They're polite, efficient, and have a plan to kill eveyone in your prison. Snipers are a type of guard exclusively deployed within guard towers to provide overwatch. They are the only guards that can man guard towers as well as being the only guards without jail keys. Snipers can be armed with sniper rifles if an armoury is constructed and are the best way to prevent escape or keep wide open areas controlled in high danger prisons due to their lethal firepower being contained within those secure towers away from prisoners ability to loot.

Like armed guards snipers cause suppression of prisoners around them. An honorable mention should go to Riot Guards who act as a melee focused version of the armed guard. They have superior armour and are able to take on many times their number in prisoners. If you enter the failure state for too many continuous riots National Guard guards will arrive wielding powerful assault rifles.

They will quickly take over the prison and kill any prisoner who doesn't surrender. If they arrive you have lost the game and lose all control of the prison.

The ultimate in anti-escape systems, the guard tower acts as a lethal solution to all your prisons problems. Guard towers must be unlocked through the bureaucracy tree after the armoury. A guard tower can be manned by a sniper guard before an armoury is built. In this capacity it functions as a secure lookout point with a long line of sight at the cost of creating constant suppression within their watched area.

If your prison does have an armoury constructed however these guards will arm themselves with sniper rifles. Once armed the guards have a greater suppressing effect on prisoners and become able to shoot troublemaking or escaping prisoners. Armed snipers will engage only if certain conditions are met. When those conditions are not met the guards may fire warning shots at all troublemakers, but will not hit them, with the same chance of causing the prisoner to surrender as other gunfire.

The conditions for elevating response to lethal fire are: The targeted prisoner is outside the prisons outermost walls, with no barriers between them and the edge of the map Freefire mode is manually turned on Multiple warning shots have been fired and the prisoner is still causing trouble A red laser line will appear between the sniper and its intended target when aiming. CCTV monitors can connect to up to 8 cameras at a time, switching between active cameras when more than 8 are connected and a guard is stationed on the console.

Once you have built a CCTV terminal and camera you must connect the monitor to the camera, connecting the camera to the monitor will not work. A free guard will be dispatched if the camera picks up an incident, but for high-incident areas a guard should already be stationed nearby to respond quickly. CCTV camera's without nearby free guards will achieve little. Phone Taps are a method of listening in on phone lines with the intention of finding contraband locations within your prison.

Each phone tap can monitor a single phone at a time when manned with a guard but as phones aren't in constant use several phones can be connected to a single tap without reducing their efficiency.

Contraband found by phone taps is seen in the 'informant' tab of the 'intelligence' window. As with CCTV you must connect the monitor to the phone, not the other way around. Example An example prison entrance: Regular View Permissions view [Note - a storage zone can be added above the export room and across the road from the deliveries area] shows one of many ways to create a secure air-locked entrance with a 15 meter road clearance to prevent contraband throw-ins.

In this design the middle of the large map has been marked with a 2-thick plan line seen extending from the 2-wide path. This lines up with the two blocks at the top of the default delivery zone and knowing that will help you line up your design with the edge of the standard map. In this design the road adjacent area is set to staff-only, however this limits the export zone [mentioned in elsewhere in this guide] to only being fillable by staff workers and not prisoners.

Due to the double road gates and accompanying double wall prisoners could be trusted in this design so long as they are supervised and pass both dogs and metal detectors before reentering the main prison facility.

The gap between each set of gates should be over 4 meters so the first gate can close behind a truck before the second one is opened. It should be noted that this design is very secure and features the ability to extend into a double perimeter wall with a 15 meter anti-contraband gap making it fully secure against all non-violent incidents. Prisoners digging under the road to escape will produce a tunnel on the edge square and are impossible to destroy without buying a land extension.

All other tunnel squares can still be destroyed as normal however, rendering this problem mostly cosmetic. You have one road from the start of the game. It runs down the right side of the map and acts as the only route for all items and persons entering and leaving the map.

The road has two sides although all spawns occur at the top of the map and all despawns occur at the bottom. This splits traffic into three types. Foot traffic is the first type. It appears on the left side of the road and walks down any path provided.

This kind of traffic includes family members heading for visitation and non-hirable staff walking to their regimed programs. The Left Lane of traffic deal with all normal day-to-day transport.

Unlike foot traffic spawned trucks and busses cannot pass each other so congestion will build up if they are not emptied in a timely fashion. Trucks arrive loaded with items and materials for construction and workshops, raw food for kitchens, and any other items ordered. After deliveries trucks can be loaded with garbage or produce from your workshop or forestry to export.

Each truck is 7 metres long and can hold 8 items. Buses will spawn with shackled prisoners, and can only transport prisoners. They are the same size as trucks and hold 8 prisoners. By contrast the Right Lane deals with exceptional and rare traffic. Hearse are the most common vehicle to use this lane. They spawn on prisoner deaths and wait for the body to be loaded by a guard. This lane is also used by national guard units during some failure states.

When designing an entrance several key things should be considered. Aside from that all design is and should be up to you. The game is all about creativity so don't get bogged down thinking that example is either the only or best solution.

It is neither. Assuming the fittings for a standard cell includes 1 door, 1 bed, and 1 toilet this is only enough room for 13 new cells. Once entertainment items are added this becomes even less. During these expansions consider building a storage area closer to the construction area before ordering the parts so they will spawn inside the prison.

This reduces the amount of items which must pass through the entrance and prevents the road becoming blocked by loaded trucks. Storage zones are also where deconstructed or deleted items are sent. This means that you do not recuperate the costs of dismantled or cancelled items, however if you place an identical object it will cost nothing and Workshop Layouts Designs 01 the stored object will be used by workers.

The number of each object you have in storage is easily readable in the ordering tab on the bottom half of the object image.

Prisoners are the lifeblood of your prisons. They are what make you money and what will burn you to the ground. The properly contain them it's important to know how they operate and what you can do to manipulate them. While inside your prison prisoners are assigned cells automatically.

The cell assigned to an individual prisoner is determined by the prison cells quality rating and the prisoners privilege rating. The cells rating is determined by the factors given above size, objects, view, etc The long a prisoner lives without causing an incident the better the cell they deserve up until the limit at quality Prisoners who enter your prison new have a prisoner privilege of 3 fixed for the first three days as this number allows them to move straight into the lowest quality individual cells if such cells are free.

The check a cells privilege you can enter the Room Quality view through the appropriate button in the logistics tab. This will show you two numbers for each cell with the left number representing the privilege demand of the occupying prisoner, and the right number showing that cells quality rating. Guards will move prisoners to appropriate cells as needed however prisoners will not be moved into cells too different from their deserved quality [Note - At current a prisoner may only occupy a cell two ranks higher than their privilege meaning rank 2 cells are required to house offending inmates immediately] and may be moved back to holding cells if they cause an incident and appropriate quality cell is not available.

While living in cells which are better than your prisons average prisoners will be less likely to cause incidents, while the reverse is true for those living in cells worse than the prisons average. As well as gaining cell privilege for good behaviour prisoners will be rewarded with cash in exchange for work.

If your prison has a functional shop this will incentivise some reform programs and make prisoners more likely to voluntarily apply, and pass, those courses. Due to the fact prisoners are paid by the hour instead of useful work done oversized and overpopulated work rooms may be attractive prospects. They will grant the prison warden better control over prisoner income and thus prisoner access to shop items.

The reverse side of this prisoner cash system is its interaction with gangs which can be read about in the gangs section. Security Levels are the most obvious differentiation but the security level of an imported prisoner actually tells you very little. The security level does however affect the payment received for each prisoner. The real information comes in the form of a prisoner's traits and reputations. Traits first: Clever - Trait allows a prisoner to dig out of your prison.

Controlling - No known effect on prisoner behavior. Destructive - Trait makes prisoners more likely to cause physical damage to your prison when needs are not met. Fraud - No known effect on prisoner behavior. Lethal - Trait makes prisoners more likely to kill others either in direct stabbings or by beating them to death.

Petty - Trait makes a prisoner more likely to engage in petty and non-violent crimes within your prison. Contraband being the main form. RisksLife - Trait makes prisoners more likely to attempt escape and less likely to surrender. Sexual - No known effect on prisoner behavior. Theft - Trait makes prisoners more likely to steal contraband if needs are not met.

Vehicular - No known effect on prisoner behavior. Violent - Trait makes prisoners more likely to instigate or join riots, fights, or other physical assaults. Most victims should be rendered unconscious and wounded unless combined with another trait or reputation. Traits are associated with some crimes however. Most of these are self-explanatory but ones to watch are IndieVideoGamePiracy, VideoGamePiracy, MoneyLaundering, InsiderTrading, FalseAccounting, and CounterfeightingCurrency as they require the trait 'clever' and so make that prisoner an increased escape risk [Note - these crimes require the clever trait and make the prisoner a guaranteed escape risk, but all prisoners can possess the clever trait regardless of their crime] [Note - It has been suggested that prisoners may be innocent of their crimes so they might not always give an accurate representation].

The in-game helpful versions of traits are called Reputations but don't show as much information. They are much more likely to be beaten to death when subdued for disobedience. They generally don't live long but may have their chances improved by detention in a protected wing with fewer guards and less reasons to become involved in an incident.

They can often kill in 1 hit and so should be treated with great care so as to avoid them being able to kill a rooms guards and instigate a riot. If paired with 'volatile' set the prisoner to max sec or supermax immediately. They are much more likely to be attacked and killed by other prisoners for no reason. Place in protective custody whenever possible or they don't live long in the general population. They are less likely to surrender during riots or after incidents. Sometimes they must be beaten to death in order to be subdued unless tazers are available to take them down.

As a major riot risk if allowed to spark multiple other incidents simultaneously you may want to keep them subdued, or not want to risk taking them to high sec. QUICK makes the prisoner faster. It's that simple. When they run they will outpace your guards but that's all.

SKILLED makes the prisoner able to disarm guards and steal their weapons without having to knock them unconscious first. Move them to protective as soon as possible or they will die.

They are thus more likely to attempt to escape solitary cells when their needs fill up in the small uninteresting room. They are also harder to reform and so retain the compulsion to commit crimes and incidents throughout their sentence. TOUGH makes the prisoner tougher. They can withstand tazers and gain protection against physical damage and are thus harder to subdue.

Depending on your prisons supply of max sec cells you may want to set all volatile prisoners to max sec so they don't start fights in general population.

All these traits can be altered by Modifier Words in them such as 'Extremely' and 'Very'. These just signify a higher form of the reputation and make the effect more pronounced.

Not all reputations can be modified like this however. Within your prison the prisoners will organize themselves into various gangs if you have the appropriate option turned on in the difficulty menu. These semi-unified prisoners can become a problem as they are far less likely to seek reform and more likely to become involved in violent altercations. Gang members are more likely at higher security levels and arrive already members of the gang. Gang members are visually identifiable by full body tattoos which are unique to each gang as well as though the gang tab in the intelligence menu.

The gang menu will also track each individual gangs current member count and kill total to evaluate the most problematic gangs. Within each gang members will attempt to assist each other if one becomes involved in a fight against either another prisoner or prison guards.

This can quickly lead to lone guards becoming mobbed by gangs if unsupported or cause riots if a fight breaks out between gangs as both sides will flock to join the fight. To assist the gang members in their fights each member is more likely to steal contraband such as weapons and more likely to carry those weapons rather than hide them for later use. Gang members will avoid all voluntary reform programs and voluntary work shifts and so are difficult to reform. As well as the effect of this refusal to work on reform it also means that gang members are less likely to have spare cash to buy store items.

This can lead to unhappiness if they are unable to fulfill needs elsewhere and makes even non-volatile gang members more likely to start a fight, however gang members have an alternative source of income through intimidation and protection schemes if they own an area of territory [More about that later when we cover gang territory mechanics].

At the top end of a gang's structure are Gang Leaders. These are random legendary prisoners who will take over all members of their gang upon entering the prison and dictate that gangs actions from then on. Initially this involves promoting Gang Lieutenants up to a about of 1 lieutenant per 10 gang members who will interact with the territory mechanics again, more on that later as well as initiating non-gang members into the gang to grow their strength.

Gang Leaders also affect the mood of all other gang members with punishments such as solitary or lockdown causing other gang members to become aggravated.

Similarly, if a Gang Leader dies inside your prison all active gang members will riot. Gang Lieutenants and Leaders will avoid trouble at all costs.

As well as causing general trouble prisoner Gangs will attempt to cut out a place for themselves inside your prison. This involves capturing and running territories that can be single rooms or entire cell wings depending on your prisons design. All territories, claimed and potential, are shown in the gang view map. During this initial time the gang members will gather around the acting lieutenant before moving into the territory.

At this stage the gang members NOTE - not the lieutenant. He will return to his cell to stay out of immediate trouble remove their shirts to show their gang tattoos as an immediate sign they are making a play. Inside the territory the gang members will invite a fight from a rival gang, but take no action against non-gang members or guards. The territory will be taken by the gang after around 1 hour if no other gangs fight back, in which case the territory will remain unowned.

Once the territory is taken it will becomes owned by the gang. The owning gang will continue to show their force within the territory to maintain control by flooding the area with gang members.

Additionally, territories owned by gangs cannot be rezones, dezoned, deconstructed, constructed, or otherwise controlled by the warden. There are two ways a controlled territory will be lost for a gang. The first involves losing it to another rival gang. These plays are initiated when an attacking gang can significantly outnumber a defending gang's territory maintenance plays.

During these plays members of the attacking gang will enter the territory by force, beating any defending gang members who enter the area. During this time the attacking gang will control themselves to avoid being removed by the guards.

This means that only one or two attacking members will initiate violent actions against each defender. Defending gangs may withdraw completely if sufficiently outnumbered, as will be the case in most successful plays, but if numbers are even the play may spark widespread violence.

The second way a gang may lose its territory is by Forced Eviction. This involves using security guards to evict the gang members. This will immediately make all gang members inside the territory hostile and encourage gang members from outside the territory to enter the zone as lieutenants made plays to defend the zone.

The get around some of this initial violence you should have guards placed in or around the territory prior to starting the eviction process [Note - If you move a large number of guards into a held territory prior to the eviction process the defending gang will make a preemptive play to defend by moving gang members into the territory]. Once again, the gangs play will be proportional to the opposing force.

During plays and mass-punishments gangs are unable to field their full member base at will. This provides easier opportunities for evictions by your guards or other gangs.

The security status or risk of the prisoners you import will drastically change their likelihood of possessing the more negative traits and reputations, and can even give them multiple reputations. Prisoners with many modified traits are called Legendary Prisoners and will usually have 'Extremely Volatile' and 'Very Deadly' although some Legendaries will be less dangerous. Should you choose to keep them alive be aware that combination is a great way to lose guards since the prisoner will attack at random times and kill in the first hit.

Legendary prisoners can only be found among high security inmates and should be treated as supermax. These prisoners can be specified by security rating using sliders at the top of the tab. Additionally you can set intake to maintain either maximum prison capacity or a defined total number and prisoners will continuously intake prisoners to meet that limit. These methods also work exactly to the ratios of prisoner levels set above and do not take into account the number of beds you have designated for each security level.

All prisoners arrive from a perpetual pool of possible prisoners limiting the amount that can be taken in at once. This pool will grow constantly while not being emptied and gains prisoners in relation to the current ratios selected. These ratios are shared between prison and pool intake so as to ensure backlogs of unwanted prisoners are minimal.

Protective and supermax prisoners must be player-defined and cannot be imported though the prisoners tab. To change a prisoner's security level use the drop down box in their character biography page after manually selecting them. Options for targeted manual searches, and punishments are also found on this page.

Within your prison, prisoners will be free to wander within all secure zones by default. This includes all indoor and outdoor areas right up to the outer gates. These options are for each individual security level from minimum to maximum plus supermax and protective.

These deployment zones only affect prisoners, so staff and family members will continue to use the most direct path regardless. Deployment zones can be used to create airlocks within your prison by making rooms marked staff-only between your prisoners intended areas and their unintended ones.

A guard positioned in this kind of airlock will automatically attempt to capture any prisoners attempting to flee before they actually leave your secure area. Internal airlocks can use a specific security level for similar results, keeping prisoners from wandering into the wrong areas from when traveling to or from shared spaces. In more complex setups these kinds of airlock can also be used to prevent specific security levels from entering shared space, provided multiple access points are provided with a range of security deployment levels.

To start with only half your incoming prisoners will show their reputations in the 'character' tab of their sheet or the 'informant' view. Confidential Informants are a way of increasing that. To recruit a CI you must first send them to solitary. While there recruit-able CI's will be marked with a yellow ring when looking in the 'informant' tab of the 'Intelligence' window. If a prisoner has that option you recruit them in the 'information' tab of their individual character sheet.

All information they find in your prison will be shown in that informant view. CI's can also find contraband, however they must be activated to do this. To activate an informant select 'activate' from the drop-down box next to their name in the informant view and wait. They will make their way to the security office and raise a little suspicion in the process.

Once at the security room the CI will tell you everything they know and it will update the map accordingly. When using informants to prevent contraband flow it is wise to release the CI before taking action as to do otherwise increases their suspicion levels. If the suspicion level becomes too highthe CI will have his cover blown. The current suspicion level of all CI's is shown as a red bar next to their name in the informant view with a smaller red line to mark the maximum suspicion level each CI has survived previously.

As each CI's maximum suspicion level before their cover is blown is different but static this maximumm previous point can be considered a safe benchmark for future actions. If a CI's cover is blown they will become a prime target for attack and they should be moved to protected status immediately to avoid death. The longer a prisoner is in the security room the more suspicious others will become.

Suspicion is also increaced by any search actions ordered while a CI is activated within the security office. Work And Education is a fairly major part of the prison experience. Prisoners will work or learn during specified hours according to the regime [more about that in the next part] but they do have some basic requirements.

The main requirement being that prisoners will not enroll in voluntary classes such as workshop tutorials or classroom educations when suppressed.

Suppression also makes the prisoner walk slower so even those programs they are signed up for are much more likely to be failed as the prisoner will miss most of the actual teaching, or can't pay attention to the class [joke about school goes here].

Suppression is gained by the presence of armed guards or solitary confinement, dog handlers and regular guards do not contribute to suppression.

Contraband is something this guide has mentioned a lot. To gain a full understanding of contraband it must be thought of as Schrodinger's Shank. When prisoners are in a room which spawns contraband the game runs several checks. First it checks the prisoners needs and checks if a contraband item available would fill one of those needs, next it checks suppression status, and finally it runs an RNG.

This means there are many random parts of the contraband equation. The RNG is beyond largely player control but can be affected by the amount of contraband to have enter the room via imported items in some cases as all imported items have a chance to contain random contraband items.

A happy prisoner won't steal nearly as much so use of entertainment items, free time, and even some programs can manage contraband levels where dogs patrols and metal detectors seem to be failing. Contraband can be exchanged between prisoners in public spaces such as the yard or common room for cash. The price of contraband on this black market is determined by the supply:demand ratio.

Heat makes everyone a little weird, just look at Florida. Heat is calculated for each square metre so there may be multiple temperatures even within the same room. Prisoners during the Carpentry Program. Forum list Trending Latest New posts. Paradox Wikis. Prison Architect Wiki. Active Wikis. Personal tools Log in Talk Contributions Log in. Navigation menu Namespaces Page Discussion. Views Read Edit View history. Navigation Main page Style guidelines Recent changes Random page.

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Install Steam. Store Page. Prison Architect Store Page. Global Achievements. Racter View Profile View Posts. I've been fiddling with the saws and presses and havent found any combinations of or of anything that helps Showing 1 - 8 of 8 comments. I usually stick to as it seems that there is generally enough output from one saw to feed one press just fine.



Manual Saw To Cut Wood 40
Carpentry Shop Rental 60