As prisoners stay within your prisoner without incident, they earn the right to better quality cells. When a prisoner first enters your prison they are rated as deserving the average quality cell within your prison, for the first few days after arriving. In Alpha 33, a feature has been added in which prisoners can have cells of varying quality. (Details are mentioned in the next section.) and also put a 'Staff Only' zone between protective custody and the rest of the prison, so that prisoners don't stray in or out.Īs of Alpha 33, there are benefits to having cells of varying sizes and levels of luxury. I tend to give the latter its own Kitchen, Canteen, Shower, Laundry, and Library, etc. I tend to set aside a set of cells for Death Row prisoners, and another set for prisoners in Protective Custody. It'll save you a lot of micro-management. I recommend using the Policy window to set it so that whenever a prisoner is caught doing anything, they and their cell is searched. If you've got a Metal Detector at the entrances to your Cell Wards, tunnels are much less likely to happen but sometimes a tool still gets in so don't rely on it too much. There are various ways of preventing escape tunnels reaching the borders of your prison, though I prefer to add a fence around the outer boundary of the land, and use the Search Cell Block feature while my prisoners are eating breakfast to check for any tunnels that began overnight. It's also where they will begin digging their escape tunnels. Prison Cells are where your prisoners will spend large chunks of their time. Contraband: None, except for what they bring in with them. (can be reduced to 3m²), Bed (1x2), Toilet (1x1, requires plumbing) Requirements: Indoors, Enclosed (surrounded by walls and doors), Minimum Size 2 x 3. Description: "Where your prisoners live"
#Mail room prison architect wiki update#
The Armoury is also required to arm your Snipers, which have been added in Update 3. Building this room too small (especially on larger maps) can result in needing a second Armoury - which means there will be two rooms your prisoners can break into to get guns. The Armoury doesn't need to be huge, but you will need enough space for Guard Lockers for the Armed Guards you want to have. (I tend to place my Armory behind the Infirmary, so that I can easily evacuate my Doctors to the Armoury in case of rioting, and my guards will always pass through the Infirmary at the start/end of their shift.) Zone it as Staff-Only, and don't let your prisoners in. Time to put those oh-so durable Solitary Doors to good use! The Armoury is where your guards will go to equip Tazers, and where your rioting prisoners will go to find something notably more lethal. (All weapons, only two of which are metal.) Contraband: Shotgun, Gun, Tazer, and Baton. Requirements: Indoor, Weapons Rack (2x1), Guard Locker (1x1, one required per Armed Guard), Table (4x1) Prerequisites: Armoury unlocked, in Bureaucracy :-)Įdit2: Update 7's video description reads: "No new content updates this month, just a ton of stability improvements and bug fixes." As such, this guide has not been changed - aside from the title. Update 5c has made some changes to the Hot water system, but is not a major game update.Įdit: Prison Architect Update 6 is out, but the changes don't seem to affect this guide terribly (aside from season/weather effects), so there probably won't be an update here for that one.Īs always, if there's something you feel should be included or changed here then please let me know in the comments. Update 5 continues with the thermodynamics update, introducing a hot water system to your prison, with the Water Boiler connecting with Radiators and Showers, via Hot Water Pipes. ( There's been some performance improvements in the game, but the gameplay features begin about 16mins into the update video.)