Something that you might want to do if you go for gardens (flower or vegetable) is surround them with fences (box hedge, picket, whatever really) and have checkpoints on the entrances and exits. That ought to cut down on things getting taken without permission.
There's a pretty serious lack of connectivity between the two halves of the prison. As is, if I'm an inmate in a cell on the right side of the prison, and you put the laundry I work at in one of those rooms on the left side of the prison, I either have to walk all the way around the outside of that massive center building, or the much shorter path that will probably actually get used, go into the building and through the heli-pad area. Also, if ALL the supplies for the prison are going to come in through the helipads, then all of stuff the staff need, and all the construction material, is also going to come in through the helipads, right in the middle of all the prisoners, in an area they need access to to get to the other side of the prison in any reasonable time frame. The workers will then take all that stuff off the helipads, and carry it through the prison, through a yard, to the staff area to store it. TL;DR, I think you need some more hallways, both for prisoners and exclusively for staff. EDIT: Helipad/recpetion area.
If you move the kitchens outwards 2 or 3 tiles, shrinking that weird extra bit of the cantines a bit, that should give you room to have hallways for prisoner connectivity behind the kitchens, which would let you make the helipad/reception area staff only.
1 final comment; if you're down for this being a contraband nightmare, I'm plenty happy to enjoy watching that nightmare unfold. But as is, it's also reasonably likely to be a prison where a lot of the workers spend a lot of time near prisoners who are armed with the stabby sort of contraband. Which is sort of a different tier of problem, I feel.
I think medium security prisoners would be good for a reform by work. As minimum come and go so quickly they don’t do much work and max stay so long you won’t see many actual leave to be reformed.
Something to consider on a large map is having your Deliveries closer to your heli-pad. Having everything come in and go all the way to the East just to be brought back to the kitchen will waste a lot of worker time. Maybe bring Deliveries closer to the center.
1 problem I am seeing is deliveries, garbage and exports. So with the workshop, bringing steel plates then exporting license plates the workers are gonna have to move them to the staff only area then back to the heli pads. Maybe make one of those middle rooms and a mix of dels, garbage, exports, etc
Looking at the finished plan at the end of the video I have concerns about the layout. I actually like the idea of the cells around the outside, though the snipers should be outset a couple so they actually have line of sight not being blocked by the cells (unless they will be considered outside?).. Either way, outside will probably mostly be dog patrols, since I imagine tunneling will be a huge issue. Exports/garbage/deliveries will be an issue in the current layout? Not sure how much of each needs to be there, but I feel like that will quickly clog up the middle of the prison. Furthermore, while I like the idea of the middle all being staff only, that leads to my next comment: The pathing from one side of the prison to the rooms on the other side is quite a long way to go. You might want a shortcut through the middle somewhere, which will need some re-design for security purposes. If you don't add a way through the middle, than another thing you could do is make the prisoner exit side of the work rooms be a hallway, with checkpoints at the top and bottom, and just make everyone have to be searched on their way out.
Keep an eye on the Dangers screen so that you can pre-empt future you stealing lighters or chainsaws. Completed green energy farms return 125k a day with the Ecologist, and just under half that with some other warden. Build them modularly in 7s when you get the swh for maximum exports. They'll underproduce at the start but once you get double output, that's the best balance. It saves dismantling and rebuilding in modules if you plan it from the start to account for that grant completing. Total cost approx. $750k so it pays for itself in 6 days after completion with the Ecologist or just over 12 without. Switching wardens is possible now in extras, map settings, which you could view as a government subsidy. The government send the ecologist to give you a guaranteed export price until you break even, and then they leave when you begin the next phase of construction. A visitor reception with a dog patrol is very good at catching smugglers and turning them away. Of all the farming stuff, the allotment is the least out of place. One featured in Porridge. Fletcher used to trade the eggs from the chicken coop.
hey stuff so i watch one of your airships video again and heard that you think you have every ship well you dont there is one more ship called the flagship in airships lost flotilla which you get from magic symbols
For the next series, you should try doing an "All Grants" playthrough and try and complete every grant in the game
This would be interesting!
That is such a good idea. It should also include all Green Energy Goals
@@Mr.Putrid That means having weather on, at least while the grant needs completing.
Yessss!
@RustyWalker perhaps only completing the energy goals that don’t require weather to be on is good
Something that you might want to do if you go for gardens (flower or vegetable) is surround them with fences (box hedge, picket, whatever really) and have checkpoints on the entrances and exits. That ought to cut down on things getting taken without permission.
There's a pretty serious lack of connectivity between the two halves of the prison. As is, if I'm an inmate in a cell on the right side of the prison, and you put the laundry I work at in one of those rooms on the left side of the prison, I either have to walk all the way around the outside of that massive center building, or the much shorter path that will probably actually get used, go into the building and through the heli-pad area.
Also, if ALL the supplies for the prison are going to come in through the helipads, then all of stuff the staff need, and all the construction material, is also going to come in through the helipads, right in the middle of all the prisoners, in an area they need access to to get to the other side of the prison in any reasonable time frame. The workers will then take all that stuff off the helipads, and carry it through the prison, through a yard, to the staff area to store it.
TL;DR, I think you need some more hallways, both for prisoners and exclusively for staff.
EDIT: Helipad/recpetion area.
If you move the kitchens outwards 2 or 3 tiles, shrinking that weird extra bit of the cantines a bit, that should give you room to have hallways for prisoner connectivity behind the kitchens, which would let you make the helipad/reception area staff only.
1 final comment; if you're down for this being a contraband nightmare, I'm plenty happy to enjoy watching that nightmare unfold. But as is, it's also reasonably likely to be a prison where a lot of the workers spend a lot of time near prisoners who are armed with the stabby sort of contraband. Which is sort of a different tier of problem, I feel.
I think medium security prisoners would be good for a reform by work. As minimum come and go so quickly they don’t do much work and max stay so long you won’t see many actual leave to be reformed.
"I'd rather swallow a rusty bread knife" something about that made me laugh way too hard
Same with "my thoughts are... how do magnets work... but also"
Something to consider on a large map is having your Deliveries closer to your heli-pad. Having everything come in and go all the way to the East just to be brought back to the kitchen will waste a lot of worker time. Maybe bring Deliveries closer to the center.
New series!! I love your content, continue the good work 🐸🇧🇷
1 problem I am seeing is deliveries, garbage and exports. So with the workshop, bringing steel plates then exporting license plates the workers are gonna have to move them to the staff only area then back to the heli pads. Maybe make one of those middle rooms and a mix of dels, garbage, exports, etc
Your building style is eye candy 🤩
You could make those 2 middle yards on either side into flower gardens
You will need a commonroom for programs too and not just for the entertainment.
Can you make a prison that covers all prisoner types and is large sometimes in a series?
Looking at the finished plan at the end of the video I have concerns about the layout. I actually like the idea of the cells around the outside, though the snipers should be outset a couple so they actually have line of sight not being blocked by the cells (unless they will be considered outside?).. Either way, outside will probably mostly be dog patrols, since I imagine tunneling will be a huge issue.
Exports/garbage/deliveries will be an issue in the current layout? Not sure how much of each needs to be there, but I feel like that will quickly clog up the middle of the prison. Furthermore, while I like the idea of the middle all being staff only, that leads to my next comment:
The pathing from one side of the prison to the rooms on the other side is quite a long way to go. You might want a shortcut through the middle somewhere, which will need some re-design for security purposes. If you don't add a way through the middle, than another thing you could do is make the prisoner exit side of the work rooms be a hallway, with checkpoints at the top and bottom, and just make everyone have to be searched on their way out.
Keep an eye on the Dangers screen so that you can pre-empt future you stealing lighters or chainsaws.
Completed green energy farms return 125k a day with the Ecologist, and just under half that with some other warden. Build them modularly in 7s when you get the swh for maximum exports. They'll underproduce at the start but once you get double output, that's the best balance. It saves dismantling and rebuilding in modules if you plan it from the start to account for that grant completing. Total cost approx. $750k so it pays for itself in 6 days after completion with the Ecologist or just over 12 without. Switching wardens is possible now in extras, map settings, which you could view as a government subsidy. The government send the ecologist to give you a guaranteed export price until you break even, and then they leave when you begin the next phase of construction.
A visitor reception with a dog patrol is very good at catching smugglers and turning them away.
Of all the farming stuff, the allotment is the least out of place. One featured in Porridge. Fletcher used to trade the eggs from the chicken coop.
Would love to see you try and get the staff only area in your randomly made rectangles
Yeah contraband is gonna be a problem... I have a prison thats getting like 600-700 items of contraband a week...
The reason some land just appears is probably cause it's deep water or something
Thanks for the video.
Personally, I think next series you could consider an infinite funds prison and let your imagination run wild!
Totally disabling gangs feels like a missed opportunity
also armor in airships lost flotilla only blocks range attacks -border damage blocks melee attacks
Official stuff plus rules
Is there a list of mods and dlcs you have active?
Thanks algorithm
The Monopoly Prison
Could you perchance re order the playlist please. its current order is truly vexing.
I Challenge Valefisk To Ruin The Board Game " Twisted Cryptids " .
I Will Be Waiting .
hey stuff so i watch one of your airships video again and heard that you think you have every ship well you dont there is one more ship called the flagship in airships lost flotilla which you get from magic symbols
you can use an auto clicker because the symbols move randomly every time
Hey can you name your prison a soviet labour camp
Staff needs on :(