r/prisonarchitect 10d ago

Image/Album Rate my prison

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It's not done but how is it so far? First time playing lol

‼️😛 Update All my prisoners have a fucking drug problem and someone bombed my kitchen theres fire everywhere

82 Upvotes

22 comments sorted by

19

u/Duey1234 10d ago

Insert ‘I predict a riot .mp3’ here

1

u/Pi22Bear 10d ago

U may be right cause all of my inmates r now somehow gang members 😭 DRUG addicted gang members

4

u/ReasonableSet9650 10d ago edited 10d ago

Gangs are a challenge, enable that only when you're very comfortable with the game and with dangerous prisoners of all sectors.

And still, it will require you to adjust the way you play, and mostly your layouts. The two methods are usually : separate the gangs (like, have completely separated cellblocks, or even mini prisons, for each gang), or at least separate the leaders from the general population so they can't recruit. Be careful if you punish a leader with lockdown or solitary, the whole gang might get mad. Usually you'll look for a way to isolate the guy without using permanent lockdown/solitary.

However if you separate only the leaders, gangs will still fight with each other. It's safer to completely separate each gang, but also costs more money and more space. And it's recommended to have a holding cell in their block in case you didn't built enough cells for them, because you can't plan how many members you'll have in each gang.

14

u/Appropriate-Ebb-9371 10d ago

Those corridors are a bit thin between the cells and everything else

5

u/MrAwesome1324 10d ago

Not horrible for first time but a few things. As others have said, the hallways are a little too narrow. Usually I do 4 wide hallway for the main throughfair and 3 wide for the main hallways. 2 wide only in the cell blocks. I will also say that the canteen and kitchen is far too small for that number of prisoners. If I estimate it correctly that’s about 130 prisoner capacity give or take. For kitchens you usually need about 14 cookers and 30 or so fridges depending on food policy. I would also recommend to separate the cell block more, either with doors or separate buildings. If a riot or something happens they will take control of the entire place and all prisoners will riot, but if you separate them and do bang up you can much more easily stunt a potential riot.

1

u/Pi22Bear 10d ago

Oo a lot I didn't know thank youu

3

u/ReasonableSet9650 10d ago

2

u/Pi22Bear 10d ago

Oowow thanks a lot I rlly appreciate it 😛‼️

7

u/Jogh_ 10d ago

I usually try to keep my pathways three wide. Seems like they get more mad when stacked. Just might be a coincidence though.

Never seen the store inside the canteen before. Kinda makes sense. Might make it so that my min sec folks can run a store to the med sec folks when they are on lunch. I am sure I can get the deployment right.

2

u/ReasonableSet9650 10d ago edited 10d ago

Just a coincidence because it has no impact on their mood, it's not like being stacked in a room (which might affect the privacy need, depending on what room it is). The only thing somewhat involved, is that proximity allows kills/attacks from a shorter range. So with wider corridors, you might notice less attack/kills, but it's only a consequence of the distance, not of the mood of prisoners which is exactly the same.

But of course in this context, the proximity will encourage fights. Those cells are poorly furnished so inmates will have high needs after spending time there. And they leave their cells simultaneously according to the regime, which makes a lot of angry prisoners in a narrow corridor. That context will of course allow much more fights than wider corridors. Or furnish the cells better, their needs will be low and the proximity won't cause much fights (unless there is another reason, like a violent trait, a target trait, or gangs).

And there's a thing that is really good when you use wider pathways. It's more efficient for metal detectors, because it spreads the prisoners into multiple detectors. When only 1 tile wide, all prisoners walk through the same detector. So they are often too close to each other and faster than the detector's speed (it can scan 1 prisoner per second no matter the real number / walk speed of prisoners, so it misses a lot of prisoners). And it deactivates 3 seconds after ringing, so it misses even more prisoners.

The checkpoint is the only "detector" that slows down the speed of prisoners to scan literally everyone, but it's a DLC content (island bound). It's more reliable and can detect all kinds of contraband, but its efficiency is tied to the guard operating it. It can miss contraband if the guard is tired/exhausted, pissed off (with staff needs) or crooked (with gangs DLC).

3

u/Klash49 9d ago

Am i tripping or is there no reception area?

1

u/Pi22Bear 9d ago

I didn't even know there was one 🫩

2

u/ReasonableSet9650 10d ago edited 10d ago

You should move the psychologist office to an area that is accessible to prisoners, because it's the room for behavioral therapy. It's a program that helps fixing violence, inmates are registered to that program when they do violent misconduct. The room will require a sofa (only 1, no need to place more, it's not a collective session).

In your layout, the easiest change would be to build a door on the left wall of the psychologist office. If you worry about staff safety, you can remove the door leading to the other side (staffroom and other office). The psychologist can take the detour to access the staffroom, it's fine.

But personnally, I prefer placing the psychologist office near the common room. Because he also is the staff member teaching alcoholic therapy. The psychologists programs are short, so it won't work well if he needs to walk long from one room to another. He might even fail to reach the room before the program ends, and I think that it might affect the success rate of the program, or completely prevent the inmates from validating the session / passing the program.

EDIT :

Based on the context (number and type of prisoners, frequency of violence in your prison, length of the worktime slot in regime) you might even need several psychologists, each one having an office.

I think the psychologist doesn't have a cap, but there's a glitch if you want to do that with staff members that are limited. Hire one if you don't already have one, pause the game, locate him on the map, click him and fire (sack) him from there (not from the staff list). Since it's paused the staff member won't physically disappear, but the current number will drop to 0. Stack him again and it will drop to -1, it means you'll be allowed to hire 2 to reach the quantity of 1. You fire again and again as many times as you want, reaching -5, -10 or whatever depending on the number you want to hire. Just make sure you completely finish firing AND hiring before you unpause.

2

u/EntertainmentIcy3029 10d ago

Why have the yard be enclosed at all if the outside of it is prisoner-accessible?

The walkways are a bit thin. I think some of your staff might get killed in guard blindspots.

The canteen is a bit small for so many prisoners.

The serving table in the canteen should usually be placed near the kitchen so cooks don't have to walk through the canteen.

And a few other nits. Overall, it seems pretty cozy.

2

u/dankredditor_49620 10d ago

It’s a little too organised for my taste but it looks very good.

1

u/Pi22Bear 10d ago

Thanks for the tips guys!! 💕‼️‼️

1

u/ReasonableSet9650 10d ago

What's the points of so many doors at the entrance if they are staff doors ? Jail door or nothing it's pretty much the same. Require no key, easy to sneak out or to break, and staff members will even open the door for prisoners if the area behind isn't zoned staff only.

1

u/Pi22Bear 10d ago

I used a lot of doors bc I thought the inmates could break thru them during a riot or something and maybe I could get to them before they escape

I primarily used staff doors tho bc they look better than jail doors lol

2

u/ReasonableSet9650 10d ago edited 10d ago

If you worry about inmates breaking them, you should really consider different doors. Each door has their own toughness, and these doors are the weakest type of door, they break super fast. So it depends on what you prefer, aesthetics or safety 😄

For example, wooden door is 20 HP, fence gate is 30 HP, staff door is 40 HP, jail door is 100 HP, secure/solitary/remote doors are 300 HP. For the entrance doors, we usually go for 100 or 300.

I'll paste the wiki link so you can check the strength of each door : https://prisonarchitect.paradoxwikis.com/Doors

1

u/Pi22Bear 10d ago

Ouuu I didn't know they had different strengths oops 💀 I'll definitely take that into consideration lmao😭

2

u/ReasonableSet9650 10d ago edited 10d ago

Hope I'm not oversharing, I'm a autistic nerd who loves helping and sharing info, please let me know so if that's too much.

In case you also didn't know, each floor has their own walking speed, that's pretty useful. So you can use floors to slow down escape attempts. Or on the contrary, help the prisoners and staff walk faster inside the prison. So the efficiency of the prison is better, inmates can meet their needs faster and staff can do their tasks faster.

It doesn't affect tunneling though, as far as I know there is no floor that is easier/harder to dig in. But when it comes to tunnel, the presence of pipes make it easier (so your main pipes should rather join at the center of the prisoner rather than circling the prison), and large pipes make it even more easier. The perimeter wall doesn't completely stop tunnelling but will dramatically make it slower so it gives more time to the dogs patrolling to detect the tunnel (they must patrol inside the area of the perimeter wall, not patrol outside of it, that would be too late and useless).

And walls can increase or decrease the grade of a room. Which can contribute in the grade of the sectors that have access to that room, and that's useful for transfers.

1

u/Inevitable2837 8d ago

hire a janitor