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Just plan ahead and bring in your CI's for questioning the morning a new load of prisoners comes in. Bring in enough so you have 100% coverage and you'll be able to see who's who the moment they step off the prison bus
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# ? Oct 13, 2014 16:06 |
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# ? Apr 23, 2024 15:21 |
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super fart shooter posted:Just plan ahead and bring in your CI's for questioning the morning a new load of prisoners comes in. Bring in enough so you have 100% coverage and you'll be able to see who's who the moment they step off the prison bus I have so many CIs the UI covers my screen. That doesn't make them, ever, give me every single ??? reliably.
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# ? Oct 13, 2014 16:09 |
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I don't understand what you mean? Just activate a bunch of them at once and wait till they're in the security office and your coverage is at 100%. That will clear up all the ???'s
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# ? Oct 13, 2014 16:27 |
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a worthy uhh posted:Yeah, but it's not instant, or certain, or reliable. So there are potential snitches mixing with your general population. Unless you PC all the ???s, but then you could throw a Deadly Tough guy in a big room full of tasty Snitches. It's kinda broken. Could be space for the introduction of additional interaction with law enforcement agencies. Completing specific missions for them would get you things like dossiers on incoming high-value inmates, repeatedly pissing them off would get you more transfers of guard-murdering assholes or even undercover cops targeting the operation of the prison itself.
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# ? Oct 13, 2014 16:37 |
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Logically, snitches should always be known as such to the prison, because otherwise why are they snitches?
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# ? Oct 13, 2014 16:50 |
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OwlFancier posted:Logically, snitches should always be known as such to the prison, because otherwise why are they snitches? Sometimes people are accused of Snitching even though they haven't.
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# ? Oct 13, 2014 16:58 |
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Fans posted:Sometimes people are accused of Snitching even though they haven't. I guess, but it should probably still have a high prevalence of being known I would think.
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# ? Oct 13, 2014 17:46 |
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a worthy uhh posted:I have so many CIs the UI covers my screen. That doesn't make them, ever, give me every single ??? reliably. More importantly if you have 100% coverage you'll see everyone with a crosshair on them. I've noticed that a lot of times the last crosshairs only appear when you have >90% coverage and it is usually for the guys you haven't put in PC yet. I just call in my 3 best guys (50% each) right after everyone goes to bed. Also I don't search anyone's cell directly since it causes the suspicion to increase on the CIs, I only do whole cell blocks and only if there are a few weapons or a tunnel in it.
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# ? Oct 13, 2014 18:43 |
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For the purposes of release, how long is a year in game days? Also, I notice that only a fraction of my population is interested in the workshop class. Is there anything I can do to increase their number?
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# ? Oct 14, 2014 00:52 |
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I think 1 in-game Day counts as a Year.
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# ? Oct 14, 2014 00:55 |
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Doctor Schnabel posted:For the purposes of release, how long is a year in game days? I believe that prisoners need to have minimal suppression and maximum happiness to want to take up classes, if you use armed guards or punishments they won't want to do many classes.
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# ? Oct 14, 2014 01:19 |
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How do you figure out the real costs of things? It seems like everything has a hidden cost. When I lay foundation as I drag the mouse and fill the grid with with green shading showing me how much I'm building it auto-calculates the price based on the amount of tiles I'm filling (50 per). However as soon as my dudes go and actually build the foundation, it starts charging me another huge chunk of money for concrete, and then towards the end of the foundation it charges me again for lights. The price ends up being a large amount more than I anticipated and planned for. How do I anticipate these extra charges? Is foundation laying the only time this comes into play? Also any tipes for construction workers in the beginning? Is the starting amount fine or do you guys hire more right after the bat? I guess general Day 1 hiring tips would be good.
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# ? Oct 14, 2014 04:35 |
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Cernunnos posted:I think 1 in-game Day counts as a Year. Used to be but they scaled it up a while ago.
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# ? Oct 14, 2014 05:13 |
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Megasabin posted:How do you figure out the real costs of things? It seems like everything has a hidden cost. When I lay foundation as I drag the mouse and fill the grid with with green shading showing me how much I'm building it auto-calculates the price based on the amount of tiles I'm filling (50 per). However as soon as my dudes go and actually build the foundation, it starts charging me another huge chunk of money for concrete, and then towards the end of the foundation it charges me again for lights. The price ends up being a large amount more than I anticipated and planned for. You can cancel the lights, but that might just be their installation, actually getting them to not be purchased might be tricky, but you can go negative for stuff like that. I guess my tip would be to start small at first, maybe try and work the tech tree to the forestry so you can make extra money, but it's probably not necessary really. Start with a holding cell, let them stew for a bit while you make some money to build cells. Focusing on the grants and admin workers to make more money helps a lot in the beginning of a new prison. I think I double the construction workers immediately, like if there's 8 to start I get it up to 16, and then double it again when I start to have enough cash flow to basically be constructing cells every few days. After that just increase them as needed I guess. I don't recall off the top of my head, but I don't think they're that expensive compared to guards.
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# ? Oct 14, 2014 06:41 |
If you pause right after the foundation finishes, before the lights are purchased, you can cancel them before they get purchased, it's a fairly narrow window of time though.
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# ? Oct 14, 2014 07:14 |
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Does it matter if the lights get purchased though? Can't you just use them somewhere else later?
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# ? Oct 14, 2014 10:14 |
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Yes - if you cancel lights after they've been purchased, then next time you build some (either manually or automatically as another foundation), your workers will use those rather than ordering more. So you might have a few lights sitting around in your storage, but they're never really "wasted".
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# ? Oct 14, 2014 10:28 |
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Cernunnos posted:I think 1 in-game Day counts as a Year. OwlFancier posted:I believe that prisoners need to have minimal suppression and maximum happiness to want to take up classes, if you use armed guards or punishments they won't want to do many classes. Spookydonut posted:Used to be but they scaled it up a while ago.
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# ? Oct 14, 2014 15:36 |
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I realize that all of these responses about canceling the lights doesn't actually answer the question.Megasabin posted:How do you figure out the real costs of things? I'm not 100% on this but it looks like there's a light for every 4x4 area of foundation...actually I'm not counting the exterior walls right. Might have to mess around with it some, but looking at old screenshots it looks like a 12x12 room got 9 lights, lights are 30 bucks a pop, so an additional 270 dollars. Light placement/frequency seems a bit fickle, or maybe the lights got hosed with in these screenshots. At any rate they're not causing the rooms to cost that much more. Okay, I looked it up and the Foundation cost is 10 bucks a square, plus 10 bucks for concrete and steel, so it's double what it says it'll be unless you already have concrete and steel. I'm guessing those materials are bought in set amounts, so the first Foundation will more than likely be a bit more than double, plus lights, and then the one after will be less than double, plus lights, because you'll have leftover concrete and steel from the first building.
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# ? Oct 14, 2014 16:04 |
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Doctor Schnabel posted:Awesome, thanks. Another thing: are cleaning closets worth investing in? I figure I'll want a pooch outside the room to sniff out poison, and those are $150/day, which is the cost of 3 janitors. I might have like 4 closets in the large prison I'm planning, so I guess what I'm asking is: for a large, ~360 population prison, would using prisoner cleaners allow me to hire at least 12 fewer janitors? I imagine I'd do alright during work hours, but I'm worried about my janitors getting overwhelmed during evenings, nights, and mornings... Broom closets are certainly efficient at cleaning, a swarm of prisoners with mops will stop just short of laminating the building in terms of keeping things clean, but as you say, they're a source of contraband and also, they tend to give prisoners an excuse to be in places you don't want them to be in, such as workshops, infirmaries, and kitchens. I personally just buy more janitors, not least because they clean everywhere and work longer hours than prisoners. They can get a lot done overnight when your prisoners aren't tracking poo poo everywhere, but if you need a clean in a hurry, a cupboard will certainly get that done. I think it also helps prisoner engagement to give them jobs to do, so it's also technically part of the reform system.
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# ? Oct 14, 2014 16:13 |
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OwlFancier posted:Broom closets are certainly efficient at cleaning, a swarm of prisoners with mops will stop just short of laminating the building in terms of keeping things clean, but as you say, they're a source of contraband and also, they tend to give prisoners an excuse to be in places you don't want them to be in, such as workshops, infirmaries, and kitchens.
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# ? Oct 14, 2014 17:30 |
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Do people usually expand a small prison into a large one or just plan a large one from the beginning? I'm having issues with planning for expansion while maintaining an effective small prison
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# ? Oct 14, 2014 17:33 |
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I either build a small complex and make a separate plan for a large prison or build a really wierd looking small prison which will be easy to expand massively later.
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# ? Oct 14, 2014 18:10 |
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Can someone tell me why it's saying the holding cell area is not enclosed?
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# ? Oct 14, 2014 18:10 |
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Danith posted:Can someone tell me why it's saying the holding cell area is not enclosed? I think that door leading into your shower needs to be a jail door, you can just set it to "always open".
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# ? Oct 14, 2014 18:17 |
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Personally I would guess it's because your holding cell tiles are overlapping the exterior door also. Your shower doesn't need to be separate either unless you're using it on the schedule, your inmates will use it if it's part of the holding cell.
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# ? Oct 14, 2014 18:20 |
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ahh.. It was the drains As soon as I removed the drains the enclosed area thing checked.
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# ? Oct 14, 2014 18:23 |
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Absorbs Smaller Goons posted:I either build a small complex and make a separate plan for a large prison or build a really wierd looking small prison which will be easy to expand massively later. I typically use Planning to map out a 2 or 4-way symmetrical prison that takes up the whole map. Then I start building smaller semi-self contained sections until they're full, and expand from there.
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# ? Oct 14, 2014 18:39 |
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Actually, what's the reason not to keep drugs and luxuries flowing? As in, they make prisoners happier, but what's the actual risk?
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# ? Oct 14, 2014 18:53 |
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Lichtenstein posted:Actually, what's the reason not to keep drugs and luxuries flowing? As in, they make prisoners happier, but what's the actual risk? I don't think there's any real risk with luxuries (although they could use them to trade for something more dangerous), but drugs make prisoners more violent/unpredictable. They also have the possibility of ODing.
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# ? Oct 14, 2014 18:56 |
I think a year is actually 5 in-game days. It certainly doesn't seem to be a 1:1 day to year ratio.
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# ? Oct 14, 2014 19:26 |
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MotU posted:Do people usually expand a small prison into a large one or just plan a large one from the beginning? I'm having issues with planning for expansion while maintaining an effective small prison I usually expand a small prison into a large one. The only building you really need to plan out expansion for is your canteen/kitchen IMO, so basically plop that down in such a way that it is easy for your cooks to get to the delivery area, and you can expand them in at least one direction. Everything else can really go wherever so my prisons tend to end up as rather disorganized jumbles of cell blocks and other random facilities. I also tend to group offices, break rooms, armories, dog kennels, and security rooms toward the roadside and section them all off into a staff only area. Lichtenstein posted:Actually, what's the reason not to keep drugs and luxuries flowing? As in, they make prisoners happier, but what's the actual risk? Prisoners can trade contraband among each other but there's nothing otherwise harmful about luxuries. Drugs, on the other hand, do what Cheshire Cat said (overdoses, misbehaving while high), and also you are penalized in your evaluation for allowing prisoners to have outstanding drug or alcohol addictions. Obviously prisoners have a hard time kicking their drug habits when they can still easily obtain them. Currently there's no real reason to care either way about your prison evaluation, but it might matter in the future and it still functions as your "score" currently.
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# ? Oct 14, 2014 20:17 |
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Nothing harmful about luxuries? Ask me about my Legendary in MaxSec who got beat up enough to be sent to the infirmary and set fire to the room with a lighter. By the time I figured how to use the firefighters (hold H while they are selected to douse the flames) half my middle service wing was decimated. The friggin guy survived! He was Legendary with Extremely Strong, Fearless and Stoical, with added deadly, volatile and instigator. I once saw him get a full blast of shotgun to the face and he survived that with over half his health. It did calm him down though.
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# ? Oct 15, 2014 01:47 |
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I've never had a prisoner use a lighter to set fire to my prison so I guess I stand corrected
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# ? Oct 15, 2014 02:05 |
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Heres a progression from a clean start to a ~120 pop prison. 16 max security and 1 super-max, plus only one death even though theres a whole wing of 8 guys who always have someone who wants to kill them. http://i.imgur.com/wC3Hgr2.gifv sorry it sort of jumps around, its just the previews from the save games. also apparently a good marker for how i make each time i play
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# ? Oct 15, 2014 04:06 |
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Also my life in this game right now is trying to get that drat legendary super-max guy to satisfy any need without him spending 12 hours in solitary. he is starving a lot since i can only let him out when everyone else is asleep and the canteen is empty (he lives in the carveout i made to the holding cell in the last gif image)
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# ? Oct 15, 2014 04:08 |
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Why not just build him his own mini-prison, complete with canteen?
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# ? Oct 15, 2014 04:10 |
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Galaga Galaxian posted:Why not just build him his own mini-prison, complete with canteen? He basically has it already, the mini-yard behind his cell has every other requirement. I've had terrible luck with building separate canteens because my cooks occasionally hate distributing trays evenly so every few days all of a security group was going hungry and breaking poo poo. spent a lot of money building that rear end in a top hat this place and he breaks something every drat day and winds up in the hole Stereotype fucked around with this message at 04:17 on Oct 15, 2014 |
# ? Oct 15, 2014 04:14 |
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Pornographic Memory posted:I've never had a prisoner use a lighter to set fire to my prison so I guess I stand corrected It'd be fantastic if they added in a 'pyromaniac' trait. After they add in sprinklers and fire extinguishers of course
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# ? Oct 15, 2014 05:24 |
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# ? Apr 23, 2024 15:21 |
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Away all Goats posted:It'd be fantastic if they added in a 'pyromaniac' trait. After they add in sprinklers and fire extinguishers of course But I'd love Fire Extinguishers. An object you place on the wall that's under lock, guards using it if a fire breaks out nearby. But prisoners can break into it and steal it using it as a weapon/tool.
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# ? Oct 15, 2014 05:27 |