I vote for a gym so you can address health. It won't solve the ongoing drug program, but the exercise will buff the score a bit. So will scheduling yard time once you've fitted them out.
I would suggest at least one dock, solely to make exports and deliveries easier and less of a bottleneck. Alternatively, maybe expanding the storage room or hiring more builders might help a bit.
i would recommend a fenced in flower garden for one of the sections. the second larger space could be for storage/deliveries/import/export or a fenced in farm for more prison labor. you have a lot of exports with this setup and allocating more space to store things may be necessary. another option could be reducing yard space and fencing off the section past the door on the large end rooms resulting in the building being shaped more like a capital 'I' with top and bottom crossbars instead of a rectangle. that snips out a small section of walkway to expand that section to the 5x5 room requirement, though adding in wall/ fence would possibly require nudging in the edge wall of the corner rooms by a block. if you do reduce the yard space in that manner it may make more sense to invert the yard/solitary confinement setup.(i.e. solitary goes in the reduced yard space and yards go in the oversized solitary space.) the final option i have is to use the 2 extra rooms for protective custody, an option which feels frankly underwhelming.
In the spare space you could have the prisoners searched in the top space and a flower garden/ farms in the lower space with a few doggy's walking around
I am trying a challenge. Basically just a forced labour camp. Awful beds, tiny cells, just books to keep them entertained when they aren't working. Staff area is no expense spared, of course. I would love to see you try it, I am awful at the game so you would be loads better
Are they all minsec? The worse the conditions, the harder it is, so lower security grades give the best chance. Use the scheduler optimally plus use labour management for fine control which is in Logistics I think. You can assign guards to work rooms from there to make the scheduler slightly less complicated to plan. Use your armed guards after the last work slot to patrol and increase suppression at night, which will tick down by morning if you plan it right. Then move them away. Suppression isn't technically line of sight. It's a range of x number of squares. The exact number is on the PA Wiki. But it doesn't pass outdoors to indoors or vice versa and you can use that to control who is suppressed when.
The carpentry is a difficult one to complete. Perhaps reduce the number of presses and increase forestry, and cancel the workshop safety course and just leave the carpentry one running? You can also boost the wages but I don't recall if the game differentiates between metalworking and woodworking wages, or if they're both counted as workshop working. To get reform rate extra low, you have to have enough income to close intake and put sentence adjustments for even minor infractions up to maximum, with no sentence reductions, and have the parole cutoff at minimum without being zero. So, you take in a full batch of fresh prisoners, close intake, and process them until they all leave, and repeat. Unlock farming and replace the fridges with tall fridges. They occupy one square but have the same capacity. You can't max out power exports on that specific meter because you're using some for the prison and the transformer has a hard 5000 production limit. It doesn't matter how much more you produce, even if you're powering the prison. With the build you've opted for, you can check if that transformer is saturated by seeing if it hits 5000 at night. Expanding it will do nothing if it has.
17:19 You could switch the 2 hours of Lockup to Shower/Lockup to help with the rise in the heat level due to them being stinky during the day. **Edit* - Nevermind, they seemed to have taken care of it themselves during the lockup period.
I suggest splitting it to beginning and end of day so they can shower before or after sleep. In the middle of the day is. Once every 24 hours. With work in between, they may not have time to get to cell and shower with enough time.
Or put a toilet, handsink and hand dryer in the workshop. You can't technically enclose it as a cubicle so you have to imagine that it's enclosed by a doorless partition screen wall. You can also have any other number of AoE items like radios and bookshelves in workshops. It lowers the effectiveness but saves adjusting the regime.
I, personally, would suggest making those pure free time to give the prisoner's chance to catch up on their own needs. But more license plates are also good.
Imagine being flown in on a private helicopter to eat a meal in a prison.
The zoning gaps in the visitation area were where you had the temporary walls earlier, I'm pretty sure.
I vote for a gym so you can address health. It won't solve the ongoing drug program, but the exercise will buff the score a bit. So will scheduling yard time once you've fitted them out.
I would suggest at least one dock, solely to make exports and deliveries easier and less of a bottleneck. Alternatively, maybe expanding the storage room or hiring more builders might help a bit.
Are we not gonna talk about the inmate attacking the conflict resolution teacher? I don't think he'll pass the course.
I think the teacher should change his teaching methods too.
i would recommend a fenced in flower garden for one of the sections. the second larger space could be for storage/deliveries/import/export or a fenced in farm for more prison labor. you have a lot of exports with this setup and allocating more space to store things may be necessary.
another option could be reducing yard space and fencing off the section past the door on the large end rooms resulting in the building being shaped more like a capital 'I' with top and bottom crossbars instead of a rectangle. that snips out a small section of walkway to expand that section to the 5x5 room requirement, though adding in wall/ fence would possibly require nudging in the edge wall of the corner rooms by a block. if you do reduce the yard space in that manner it may make more sense to invert the yard/solitary confinement setup.(i.e. solitary goes in the reduced yard space and yards go in the oversized solitary space.)
the final option i have is to use the 2 extra rooms for protective custody, an option which feels frankly underwhelming.
In the spare space you could have the prisoners searched in the top space and a flower garden/ farms in the lower space with a few doggy's walking around
I am trying a challenge. Basically just a forced labour camp. Awful beds, tiny cells, just books to keep them entertained when they aren't working. Staff area is no expense spared, of course. I would love to see you try it, I am awful at the game so you would be loads better
Are they all minsec? The worse the conditions, the harder it is, so lower security grades give the best chance. Use the scheduler optimally plus use labour management for fine control which is in Logistics I think. You can assign guards to work rooms from there to make the scheduler slightly less complicated to plan.
Use your armed guards after the last work slot to patrol and increase suppression at night, which will tick down by morning if you plan it right. Then move them away. Suppression isn't technically line of sight. It's a range of x number of squares. The exact number is on the PA Wiki. But it doesn't pass outdoors to indoors or vice versa and you can use that to control who is suppressed when.
The carpentry is a difficult one to complete. Perhaps reduce the number of presses and increase forestry, and cancel the workshop safety course and just leave the carpentry one running? You can also boost the wages but I don't recall if the game differentiates between metalworking and woodworking wages, or if they're both counted as workshop working.
To get reform rate extra low, you have to have enough income to close intake and put sentence adjustments for even minor infractions up to maximum, with no sentence reductions, and have the parole cutoff at minimum without being zero.
So, you take in a full batch of fresh prisoners, close intake, and process them until they all leave, and repeat.
Unlock farming and replace the fridges with tall fridges. They occupy one square but have the same capacity.
You can't max out power exports on that specific meter because you're using some for the prison and the transformer has a hard 5000 production limit. It doesn't matter how much more you produce, even if you're powering the prison. With the build you've opted for, you can check if that transformer is saturated by seeing if it hits 5000 at night. Expanding it will do nothing if it has.
did you forget to add metal detectors to the other offices or was that on purpose
17:19 You could switch the 2 hours of Lockup to Shower/Lockup to help with the rise in the heat level due to them being stinky during the day. **Edit* - Nevermind, they seemed to have taken care of it themselves during the lockup period.
Is it possible to escape, escape mode with a riot?
I would like to see that.
Such a enjoyably series!
29:34 you forgot about the door between the top two offices *EDIT* you just put it in at 31:51
3:02 have you forgotten that you had a wall there a few episodes ago?
HAD BEEN WAITING FOR SO LONG
Do you need lockup in the middle? You could make a lot more license plates without it
I suggest splitting it to beginning and end of day so they can shower before or after sleep. In the middle of the day is. Once every 24 hours. With work in between, they may not have time to get to cell and shower with enough time.
Or put a toilet, handsink and hand dryer in the workshop. You can't technically enclose it as a cubicle so you have to imagine that it's enclosed by a doorless partition screen wall. You can also have any other number of AoE items like radios and bookshelves in workshops. It lowers the effectiveness but saves adjusting the regime.
I, personally, would suggest making those pure free time to give the prisoner's chance to catch up on their own needs. But more license plates are also good.