Arqade Asked on December 12, 2020
In Prison Architect, there is a particular nasty combination of traits that can make a prisoner essentially impossible to jail conventionally. It’s a combination of the following:
It is not that rare for a prisoner with a bad combo like this to show up. Special Legendary prisoners quite often tick all the boxes.
Each year in prison architect is, I believe, 5 days. Murder is punished with a 25-year sentence extension. AFAIK, prisoners cannot die (from old age, that is). This means a deadly prisoner should have, at most, a tantrum near any other human being and a successful crit roll once every 125 days, or they will rack up murders faster than they can serve time on them, never actually getting released.
Of course, it’s trivial to engineer a situation where eventually the prisoner ends up killed. Walling them in or having them get repeatedly shot by freefire snipers or armed guards are both ways to achieve this. That’s how I’ve been doing it lately, but it seems a bit off. I’m supposed to be running a prison, not a firing squad.
The real, proper solution to dealing with these murdermachines would be to somehow construct a situation where they get the minimum possible contact with other human beings. That is, give them their own personal canteen, yard, and cell, their personal cell block or PCB, and use remote doors to control their movement. Basically, handle them as you would handle a Velociraptor: Use only remotely controlled devices to dictate their movement, having supporting staff like janitors only enter their rooms when the prisoner is not present. Unfortunately, to handle the endless property destruction, the prison manager can’t just setup the cell to gas the prisoner with tranquilizer or anything that convenient: they have to use these little AI units called ‘guards’.
Said guards haven’t got the memo that going anywhere near a dangerous inmate is a suicidal life choice. Instead of firing their tasers through the cell door at the inmate, guards often want to open said door (or, if it’s a remote door, wait at the door for it to open or get smashed by the prisoner, who can, for some reason, punch out a thick solid metal door). Worse, after missing or getting their taser resisted, guards foolishly attempt to engage the deadly prisoner in melee.
Worse, staff won’t consider closed remote doors as pathable, or realize that a remote door is about to be closed. Meaning that loads of expensive staff members get stuck at the door. Pressure sensors canont distinguish between staff and prisoners, so it’s not like I can build them an emergency exit that doesn’t also serve as an entrance. Nor is there a way to schedule the janitors, cooks, and repairmen to only enter the various rooms of the PCB at specific times so they don’t get themselves trapped in there with the madperson. Nor is there any type of device that sends an ON/OFF signal when there is/isn’t a prisoner in the room so that when the prisoner fails to obey the schedule, even if the staff would work, they can still end up trapped.
I’ve tried automated remote doors. Either I’m ‘doing-it-wrong’, but they just seem to cause more pain than they prevent without door control systems, which defeats the point.
Anyone ever got one of these prisoners to actually serve their sentence? Got any tips?
The solution5 to a proper supermax involves barred walls and armed guard patrols. In a regular setup, the following staff can get into contact with legendary prisoners:
An example design for a single cell is below to illustrate the point.
x Secure door
d Remote door
= Wall
+ Barred wall
c Canteen
l Cell
a (Armed) guard patrol
f FAST flooring
Gang leader // unpunished version
ffff
f+=d=+=
f+ccc+a
f+ccc+a
f+ccc+a
f+ccc+a
f+ccc+a
f+=d=+a
f+lll+a
f+lll+a
f+lll+a
f+=d=+d
Permanent lockdown version
+=x=+=
+lll+a
+lll+a
+lll+a
+lll+a
+===+d
Our crazy fruitcake prisoner has to be in vision of a guard. Usually, these prisoners are 'tough/extremely tough' making them resist tasers, in which case a freefire armed guard is necessary. Otherwise, a pair of regular guards get the job done.
If we're not dealing with a gang leader, it's possible to use permanent punishments to put the prisoner on permanent lockdown. Thus, the large construction for the gang leader is only needed 3 times3.
The cell and canteen4 should contain all the necessary items to take care of (most of) the prisoner's needs.
When a legendary prisoner invariably acts up, instead of a guard response team needing to get to them, they're always already in vision of an armed guard, and promptly shot. A single shot typically does not kill these prisoners. Non-tough specimens can be tazed instead.
Alternatively, a yard can be placed in between the two rooms, and a sniper tower can handle multiple of these 'single-prisoner-prison-within-a-prison' constructions.
The remote door in the center can be attached to a door timer, freeing up some guard time. Pressure plates can be installed in front of the remote doors to get deeper into the mini-complex for some more savings (though obviously not for the way out).
A proper regime is necessary to make these things work. For the gang leader version: Typically the regime would consist of 8 hours of sleep, 1 hour of shower or lockdown, 3 hours of eat, 5 hours of lockdown, another 3 hours of eat, and 4 more hours of lockdown.
Then, during the 'eat' time, you can instruct janitors to clean the cells using the new 'janitor deployment' feature from the Bucket update. By assigning a janitor to each cell during the 2nd and 3rd hour of eating time, the cells are cleaned while the prisoner is in the canteen, and the janitor won't step into the cell while the prisoner is in there, at least in theory2. If you use the permanent punishment version; janitors can clean during 'sleep' time as well.
As a failsafe against escape attempts, the access roads to the complex should be covered by sniper towers. A couple towers can cover many complexes if built correctly.
As a failsafe against (armed) guard foolishness or bravery, whatever you want to call it, it's important to make sure there's no fast route from the behind-barred-wall guard patrol to the prisoner.
If you want to give the prisoner visitation rights, it is possible to attach a visitation booth to the bottom of the cell in its own little 2x4 visitation room.
Another alternative to attach is a 3x3 cleaning cupboard to the bottom (with no exit), for a combination of cupboard, cell, and canteen. By using work/lockup and adding a single prisoner employee to the cupboard, perhaps the prisoner can clean their own cell, as the janitor is really the hardest employee to work around not having. Of course, this version won't work for gang members/leaders, who refuse to work. It also leads to unavoidable overdose, for bleach is a prisoner's favourite drink. Trying to prevent thievery via adding a dog handler to sniff the inmate of doom periodically is animal abuse, or, if you're lucky and the prisoner butchers the handler, a bit of canine revenge carnage.
Correct answer by aphid on December 12, 2020
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