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The Deadly Hume
May 26, 2004

Let's get a little crazy. Let's have some fun.
If you've been sitting on the fence about picking this up, Prison Architect is $5 on the Steam sale and it is ABSOLUTELY worth it.

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Nalesh
Jun 9, 2010

What did the grandma say to the frog?

Something racist, probably.
Are there any competent lpers of this out there?

Nalesh fucked around with this message at 04:19 on Jun 14, 2015

HarmB
Jun 19, 2006



Any mods to allow me to make indoor rooms outdoors? Or do fences count as walls?

uXs
May 3, 2005

Mark it zero!

Nalesh posted:

Are there any competent lpers of this out there?

https://www.youtube.com/user/OfficialStuffPlus makes a new prison for almost every alpha

And for a different kind of competent: https://www.youtube.com/watch?v=-s9nWAPY77E&list=PLYqfXQ-ztmZJxzxqeXNVlFPelhV9wpfG0

nielsm
Jun 1, 2009



Harmburger posted:

Any mods to allow me to make indoor rooms outdoors? Or do fences count as walls?

Fences do count as wall for "must be surrounded by walls" rooms, but for the few room types that must be indoors (mainly cells) they must be built inside an area with foundation (roof). There might be mods that changes cells to allow outdoors placement, don't know about those.

StrangeAeon
Jul 11, 2011


Picked this up today, and immediately decided to see how badly the game breaks if I refuse to build any prison cells. The answer is pretty badly:

I started by building up a single, humongous Holding Cell, and attaching onto it the kitchen, canteen, showers, etc. There's a field of beds taking up half the room, and the other half has slowly been sectioned as open-air classrooms, common room, visitation center, and chapel.

Riots are fairly common, as prisoners lose their poo poo over privacy issues and the occasional shakedown, so a good half of my 200+ population is Injured. My fleet of doctors move like a school of fish, only attempting to all treat one person at a time, and ignoring the vast majority of dying inmates and guards.

By now, every inmate remains in shackles, regardless of the time of day or situation. I even removed all Punishments from the policy, but they remain chained and wandering listlessly about.

In fact, all new inmates don't even get to the "prison" proper-- they're all sitting on the Delivery zone, handcuffed and starving, without any walls to contain them except their own misery.

Baloogan
Dec 5, 2004
Fun Shoe
wow you are a monster

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

StrangeAeon posted:

By now, every inmate remains in shackles, regardless of the time of day or situation. I even removed all Punishments from the policy, but they remain chained and wandering listlessly about.
Unless they have pending punishments left over from before you changed the policies, I suspect that's a bug. I saw something similar a few weeks ago when I was fiddling with the current release.

Vahakyla
May 3, 2013
If there are solitary punishments in queue, but no solitary cell, they remain shackled.

This is the most common cause of permashackling.

StrangeAeon
Jul 11, 2011


Vahakyla posted:

If there are solitary punishments in queue, but no solitary cell, they remain shackled.

This is the most common cause of permashackling.

Alright then. I'll build a massive hive of solitary confinement cells, and see what happens.

HarmB
Jun 19, 2006



StrangeAeon posted:

Picked this up today, and immediately decided to see how badly the game breaks if I refuse to build any prison cells. The answer is pretty badly:

I started by building up a single, humongous Holding Cell, and attaching onto it the kitchen, canteen, showers, etc. There's a field of beds taking up half the room, and the other half has slowly been sectioned as open-air classrooms, common room, visitation center, and chapel.

Riots are fairly common, as prisoners lose their poo poo over privacy issues and the occasional shakedown, so a good half of my 200+ population is Injured. My fleet of doctors move like a school of fish, only attempting to all treat one person at a time, and ignoring the vast majority of dying inmates and guards.

By now, every inmate remains in shackles, regardless of the time of day or situation. I even removed all Punishments from the policy, but they remain chained and wandering listlessly about.

In fact, all new inmates don't even get to the "prison" proper-- they're all sitting on the Delivery zone, handcuffed and starving, without any walls to contain them except their own misery.

To answer my own question from earlier, and help fuel your hell-prison: http://steamcommunity.com/sharedfiles/filedetails/?id=245961626

StrangeAeon
Jul 11, 2011


Prison finally imploded with a mass riot (80+ prisoners involved), totaling that day alone around 30 deaths and 50 escapes; there were many, many more over the month of its existence.

Creating a solitary confinement area certainly helped with the mass-handcuffing, but I encountered another bottleneck shortly after-- prisoners got taken to the infirmary and became stuck there, because 1) doctors didn't want to treat patients, and 2) I didn't leave any pathways between my open-air facilities, and apparently prisoners are very conscientious about trespassing.

At the end of the day, there are only two issues that I can't see a way to solve:

Reform classes don't seem to work at all for me. I have prisoners interested in various things, and even occasionally see them participating (particularly in the Spiritual Guidance), but nobody Succeeds at their classes or job training, and more often than not, nobody shows up at all. Any advice to get job training and education set up properly?

The infirmary might be bugged. I mentioned my doctors moving like a school of fish, and they continued that behavior the entire time. They would swarm onto a single patient, treat them, then drift away. Most injured prisoners and guards were ignored entirely, and I suspect it's a problem with doctors prioritizing whom to treat. Of course, my infirmary was pretty full, and perhaps there was a pathing issue? Has anyone else seen this behavior, or fixed it?

Away all Goats
Jul 5, 2005

Goose's rebellion

StrangeAeon posted:

Reform classes don't seem to work at all for me. I have prisoners interested in various things, and even occasionally see them participating (particularly in the Spiritual Guidance), but nobody Succeeds at their classes or job training, and more often than not, nobody shows up at all. Any advice to get job training and education set up properly?

Reform classes only work when prisoners feel kind of treated humanely. If they have like maxed out needs in one category or another they will seek to fulfill those rather than try to attend reform classes. Suppression also reduces chances of that, so if you have armed guards everywhere or they are constantly in solitary they will not try to go to any kind of reform program.

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

StrangeAeon posted:

Reform classes don't seem to work at all for me. I have prisoners interested in various things, and even occasionally see them participating (particularly in the Spiritual Guidance), but nobody Succeeds at their classes or job training, and more often than not, nobody shows up at all. Any advice to get job training and education set up properly?
I'm not sure from your description, but prisoners only go to class during Work hours, and I think they usually need three hours? So make sure you have work time set up in the regime.

If they do go to class but never pass, sometimes that's normal, and sometimes it means they're too depressed from wallowing in their own poo poo and getting shoved around by armed guards. If they have a "suppressed" status or an addiction or anything else bugging them, they won't learn as well.

quote:

The infirmary might be bugged. I mentioned my doctors moving like a school of fish, and they continued that behavior the entire time. They would swarm onto a single patient, treat them, then drift away. Most injured prisoners and guards were ignored entirely, and I suspect it's a problem with doctors prioritizing whom to treat. Of course, my infirmary was pretty full, and perhaps there was a pathing issue? Has anyone else seen this behavior, or fixed it?
This does sound like a bug or something, especially if there are untreated patients sitting in the infirmary.

Pit of Despair
Feb 1, 2008

One mother held her baby's face to the floor and chewed off his feet and fingers.
I feel like an idiot for asking, but I've been looking up guides and I still can't figure out how to set my guards on a patrol. I don't see any option for it or anything, but I'm sure I researched it. What am I missing?

EDIT: Never mind, figured it out. It's on the deployment screen. Kinda weird you can research Patrols but you still need to research deployment to use it, but oh well.

vvvvvvvvvv These are helpful as well, thanks guys!

Pit of Despair fucked around with this message at 20:41 on Jun 15, 2015

Space Kablooey
May 6, 2009


In the first row of the "Deployment" option on the menu bar, there should be a few patrol options.

To make a patrol route, you first have to select type of the patrol, then you have to click on a tile to place a green square. Adjacent green squares become a single patrol route (I think). To assign a guard to that patrol route, just double click and a guard icon shows up. Available guards take that spot automatically.


By the way, in the prison danger indicator, it tells me that x prisoners have serious complaints. How do I check who's complaining and what the complaints are?

Also, I think my classroom is bugged. Every time I try to start an education program, it says that all of the available rooms are booked, but there's only one classroom and it's not being used at all.

Space Kablooey fucked around with this message at 20:13 on Jun 15, 2015

hailthefish
Oct 24, 2010

Patrol Route Walkthrough: http://imgur.com/a/jAirt

PantsFreeZone
May 31, 2013

by Nyc_Tattoo

Also, you have to have it unlocked under the Security Chief section in Bureaucracy.

kinnas
Jan 28, 2008
The Case of Martin Heidegger, Philosopher and Nazi Part 2: The Cover-up
Patrol routes consisting of squares is a bit confusing. If I have two separately drawn patrol routes hug up next to each other will they blend together? Will a guard assigned to one patrol route randomly flow over to the other?

Pornographic Memory
Dec 17, 2008
I'm pretty sure they do, yes. I usually design my cell block hallways to be 3-4 squares wide because of that (and just being more aesthetically pleasing to me).

super fart shooter
Feb 11, 2003

-quacka fat-

HardDisk posted:

By the way, in the prison danger indicator, it tells me that x prisoners have serious complaints. How do I check who's complaining and what the complaints are?

Also, I think my classroom is bugged. Every time I try to start an education program, it says that all of the available rooms are booked, but there's only one classroom and it's not being used at all.

I think serious complaints are just needs that are at the critical level. Check the needs panel under reports and see which bars are red, or mouse over prisoners to look for needs that are in all caps

Do you have enough time for the class? They're 3 hours long, so you need to have at least a 3 hour work block in the schedule or it'll just give you that message

resting bort face
Jun 2, 2000

by Fluffdaddy
I've really only just started. What do I do about these unsightly stacks of construction materials my workers leave around? Are inmates going to help themselves to these bricks and start bashing each other over the head?

Trabisnikof
Dec 24, 2005

mr sad posted:

I've really only just started. What do I do about these unsightly stacks of construction materials my workers leave around? Are inmates going to help themselves to these bricks and start bashing each other over the head?

Zone a storage area and your workers will take them over there when they get to it.

PantsFreeZone
May 31, 2013

by Nyc_Tattoo

mr sad posted:

I've really only just started. What do I do about these unsightly stacks of construction materials my workers leave around? Are inmates going to help themselves to these bricks and start bashing each other over the head?

Ha! Prisoners don't use such crude things like bricks. Somehow they build a Dead Island assortment of batons and bats and picks and shovels and then most of them can kill a snitch in the amount of time it takes you to scroll across the screen.

Felix_Cat
Sep 15, 2008
So once I figured out how to recruit snitches it took me a while to figure out how to actually use them. So when I finally did I grabbed the highest coverage dude, and had a big termination day with heaps of cell searches. His suspicion meter went up to 100%, but not to worry I had a swanky new protective custody wing with 5x5 cells containing all the amenities a prisoner could want.

Sadly there's obviously some issues with food distribution in my prison and he was starving when he got interrogated, then died on the way to his new home. There was some general mayhem going on at the same time so I'm not entirely sure if he died from starvation or if someone shanked him on the way. Not to worry, thanks to him the termination searches were very successful which means more solitary confinement which means more snitches!

Absorbs Smaller Goons
Mar 16, 2006
Protip: any search action done while having an active informant (not the same thing as a snitch mind you) will raise said suspicion of informant being a snitch and will eventually put him in harms way.

The best use of informants is to get the details of arriving prisoners, to see if any of them are in danger of being killed, and to find those pesky wooden picks they use to dig tunnels (comes from workshop IRRC). You can also look for other contraband but it's best to control that with careful placement of metal detectors, dog patrols and proper zoning of restricted areas that generate contraband.

A good trick is to mark cells which have contraband with the planning tool while you are gathering information from the informants, then return them to genpop and go hog wild on the searches.

Away all Goats
Jul 5, 2005

Goose's rebellion

I really hope they add a 'cause of death' report eventually, maybe only after they get put on the morgue slab and a doc looks at them, but with how big and hectic prisons can get it can be an absolute mystery how someone died sometimes.

Space Kablooey
May 6, 2009


super fart shooter posted:

I think serious complaints are just needs that are at the critical level. Check the needs panel under reports and see which bars are red, or mouse over prisoners to look for needs that are in all caps

Do you have enough time for the class? They're 3 hours long, so you need to have at least a 3 hour work block in the schedule or it'll just give you that message

Thanks. I slotted the entire afternoon as Work and it works now.

Felix_Cat
Sep 15, 2008
What level of security mixing do people normally go for? Like completely separated min/med/max wings each with their own facilities? Or separate wings with shared rooms like canteens and workshops? I'm thinkiing for my next prison I'll have separate canteens but maybe shared work areas like workshops and such. Shankings seem to happen in canteens or showers rather than supervised work or classes.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
I find you can generally keep them together in canteens so long as you have a decent guard presence or make sure you feed them often enough that they aren't all nearly starving (and thus super pissed off) right when they all start heading into the canteen to eat. Showers you probably want to split up a bit, but it's not as important if you don't have a dedicated showering time (prisoners will shower during free time if they need to), since the showers generally won't be as packed and you won't be forcing prisoners to head in there that might have more urgent needs to take care of and thus won't have anything to do during shower time EXCEPT kick off.

Work and classrooms are usually safe since prisoners only tend to do them if they feel like they're well-treated anyway, so generally only your mellower prisoners will actually end up there (although be wary of prisoners with volatile reputation since they will cause trouble no matter how happy they are).

The main reason shankings happen, besides reputation based stuff like snitch/ex-cop or volatile, is because whenever you have a ton of prisoners gather in one place, it only takes one of them being in a bad mood (maybe because of something as simple as needing to pee really badly and being unable to in the current schedule) to cause an incident, since prisoners will be more likely to kick off if they're nearby a violent incident, which can snowball very easily into a full-blown riot. Thus your best bet is to actually make several different types of things available in areas where prisoners might be forced to go during certain times, like the yard or the canteen - putting tvs and phones in the canteen for instance lets prisoners satisfy their family and entertainment needs if they aren't hungry or finish eating early. You can put in little toilet cubicles in your shower and prisoners will be able to use them during shower time. That sort of thing.

Wallet
Jun 19, 2006

Felix_Cat posted:

What level of security mixing do people normally go for? Like completely separated min/med/max wings each with their own facilities? Or separate wings with shared rooms like canteens and workshops? I'm thinkiing for my next prison I'll have separate canteens but maybe shared work areas like workshops and such. Shankings seem to happen in canteens or showers rather than supervised work or classes.

I have some facilities shared (canteen, workshops, classrooms) between med sec and min sec, but their schedules are staggered so they don't eat at the same time anyway.

PantsFreeZone
May 31, 2013

by Nyc_Tattoo

Felix_Cat posted:

What level of security mixing do people normally go for? Like completely separated min/med/max wings each with their own facilities? Or separate wings with shared rooms like canteens and workshops? I'm thinkiing for my next prison I'll have separate canteens but maybe shared work areas like workshops and such. Shankings seem to happen in canteens or showers rather than supervised work or classes.

I've learned over 400 hours of playing this game (other than CK2 I'd say it is my most played game) to separate as much as possible. My current, most successful prison looks like this:



Every section has it's own laundry, canteen, yard, library, chapel, common rooms and showers. All prisoners share workshops, offices and parole.

Also, I like to have more min and normal prisoners to increase the early release income.

I've found that having more than 150 Max prisoners causes constant problems regardless of the amount of security patrols.

Felix_Cat
Sep 15, 2008
Ouch, I just had all three of my protective custody dudes murdered. Two right in the middle of a church service, and the third as he did laundry. All on the same day.

Nalesh
Jun 9, 2010

What did the grandma say to the frog?

Something racist, probably.
That's why you don't let protective custody mingle with the rest of the place :v:

Baloogan
Dec 5, 2004
Fun Shoe
Snitches get solitary.

Skinty McEdger
Mar 9, 2008

I have NEVER received the respect I deserve as the leader and founder of The Masterflock, the internet's largest and oldest Christopher Masterpiece fan group in all of history, and I DEMAND that changes. From now on, you will respect Skinty McEdger!

Is there anyway to stop my PC's from getting visits. Last time I played one of them died and caused a minor riot when he wandered down to see his folks.

Felix_Cat
Sep 15, 2008
Is there an easy way to tell them to stay the hell inside their wing?

PantsFreeZone
May 31, 2013

by Nyc_Tattoo

Skinty McEdger posted:

Is there anyway to stop my PC's from getting visits. Last time I played one of them died and caused a minor riot when he wandered down to see his folks.

My solution was to build Visitation really close to PC.

My entrance has a Mail Room and Visitation right off the first room. PC and Death Row are the very next area. Less travel time = less chance of death.

It isn't a perfect solution. PC guys still get killed working in the mail room or going to parole/psychiatrist because for whatever reason, you can't make certain areas specific deployments.


Felix_Cat posted:

Is there an easy way to tell them to stay the hell inside their wing?


Do you have all the rooms they need to fill their needs all marked PC? If you have a Yard, canteen, shower, common room, laundry (might be optional, I like them working there), library, chapel and classroom all assigned yellow, they won't leave unless for the reasons I stated above (Mail Room/Parole/Psych).

You can mark a hallway as staff only to keep them from wandering out again except for the reasons above.

PantsFreeZone fucked around with this message at 12:14 on Jun 17, 2015

Hezzy
Dec 4, 2004

Pillbug

Away all Goats posted:

I really hope they add a 'cause of death' report eventually, maybe only after they get put on the morgue slab and a doc looks at them, but with how big and hectic prisons can get it can be an absolute mystery how someone died sometimes.

This would be great. I'd like some improvements to the UI as well, like Dungeon Keeper-esque notifications that pop up when somebody is released or whatever.

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PantsFreeZone
May 31, 2013

by Nyc_Tattoo
In my previous post I forgot to mention workshops. Workshops are death traps for snitches.


I have a question. What do you guys do with Cop Killers? I've tried putting them in PC and Supermax and they have a 0% survivability rate.

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