Prison Architect - tips and getting started
Posted: July 23rd, 2013, 20:07
I know others have been playing a lot longer than me, but here are the things I learned quickly which helped me get to the meat of the game, no screenshots or videos I'm afraid as it's still in Alpha.
Do the tutorial.
Start new game. You have three options:
- Size: Small, Medium, Big - greatly affects game running speed. A small on fast-forward whips around at about five minutes a second, on a large that's down to one minute a second on my machine. That matters a lot when you're out of cash and waiting for the next day's earnings.
- Continuous Intake. Leave it on for the Dwarf-Fortress-style inevitability of certain failure. If turned off you have to open/close security levels in the Prisoner menu - by default Medium risk prisoners will still pile in every day.
- Fog of War. Once the crims are in it only shows patrolled areas, a bit buggy though and it fogs up even without this selected.
Before prisoners arrive.
You have £10k, which is just enough to build the basics if you're very clever with placement - but that's a trial and error game that takes a lot of learning. Pause the game and select the Reports menu in the bottom right, then choose the Grants tab. Accept them all by clicking and you should have 90k - which should be enough for fully fitting out all the requirements of those grants and room for 3-4 days of prisoners.
To save money, try and keep everything close to begin with.
Start by drawing walls in a rectangle in the middle a short way into where the prison interior will be, allowing at least 5x5 squares inside - this is for the Yard, so the prisoners get to exercise in the sun. Add a door somewhere. The walls won't get built until you unpause, but the next bit takes longer to build, so don't unpause yet.
Then using the foundations, draw blocks above and below the yard, and some blocks joining those to the left. The important thing about foundations is that where they intersect existing buildings they automatically join up - that's important to remember when expanding an occupied area into an empty area - if prisoners can get there you might be accidentally giving them an escape route unless you have door(s) already placed all along the intersecting wall.
I do a sort of big square C-shape. The blocks on the top side for prisoner facilities, like holding cells, canteen, etc should be a decent size at least five or six blocks wide. The bottom ones I use for staff offices so only need to be four blocks wide. The ones which complete the C are five blocks square and used to house the Utilities. I then close off the entrance with walls, add a few entry doors and unpause to start the building.
Hire at least two guards.
If you've used security doors, only they can open them to allow workers between areas.
When it's ready for rooms I leave it unpaused, designate the rooms, add internal walls and extra doors in roughly this order:
- Holding cell. Decent size over five square, requires a bench and a toilet.
- Office. Needs a filing cabinet, desk and chair. Hire a Warden when built, then in the Bureaucracy panel start learning Accountancy, Medicine and Mental Health
- Shower. Needs shower heads and lots of drains.
- Canteen. Requires only a serving table, but leave enough room for more. Tables and chairs or benches are a nice idea, too.
- Kitchen. Needs at least a Cooker, Fridge and Sink, but will quickly require more. Hire two Cooks.
That's all that's required for prisoners, but none of the stuff will work without Utilities.
- Build a Pumping Station, Electrical Generator and one Capacitor next to the generator (these are pricey so only add them when you need them - the Generator will show how much power it is using, if it reaches the top it will shut down.
- Connect the Generator to the Pumping Station.
- Pretty much all rooms require power for the lights, so expand the Electricity cables so they at least touch the wall of every room. Once it's running you should see it connect to the green dots automatically. The cooker and fridge require a dedicated power connection - you should see the power icon to show where to connect them.
- The sink, showers and toilets need a water supply. Use large pipes to go in the general direction, but save money by using short runs of small pipes going to each individual item.
By the time's that's all built the prisoners should start arriving. Place a Storage Room somewhere to clean up the clutter.
Build two more offices for the Accountant and Psychologist as you hire them, then work towards finishing off the remaining objectives - an Infirmary with a few Medical Beds and two Doctors, then you can get started on the individual cells to increase your capacity to 15. Regular Cells need a bed and toilet, Solitary Cells need nothing, both are a minimum of 2x3 squares.
Tips.
- Fences are free and better than escapees if you accidentally leave a hole in a wall.
- Place fast-walking tiles in oft-used areas.
- The routine can be changed through the Regime Report. The existing one seems designed to fuck you over by not feeding them breakfast and sending them all to the shower at once, meaning there are usually tears before lunchtime.
- The food quality can also be varied and of course generally making everything nicer cheers them up.
- Use metal detectors at oft-travelled points to detect contraband. They need to be somewhere a guard can react to them. Outside the canteen door is good place. They need dedicated power and a new capacitor for every three placed.
- You get paid at 12am. Workmen will automatically spend what they need for repairs very soon after, so be sure to pause and spend it first if you have other ideas.
- Install drains in cell block corridors for when they smash their toilets.
- Rioting prisoners will attack guards, the Warden, Security Chief, Foreman, Psychologist and Accountant. They will chase Cooks, but not hurt them and leave Doctors and Workmen alone. To that end ensure that a lockdown actually separates the vulnerable office staff from the prisoners - you can even fit (expensive) Solitary doors on their offices, as they never actually leave them.
Do the tutorial.
Start new game. You have three options:
- Size: Small, Medium, Big - greatly affects game running speed. A small on fast-forward whips around at about five minutes a second, on a large that's down to one minute a second on my machine. That matters a lot when you're out of cash and waiting for the next day's earnings.
- Continuous Intake. Leave it on for the Dwarf-Fortress-style inevitability of certain failure. If turned off you have to open/close security levels in the Prisoner menu - by default Medium risk prisoners will still pile in every day.
- Fog of War. Once the crims are in it only shows patrolled areas, a bit buggy though and it fogs up even without this selected.
Before prisoners arrive.
You have £10k, which is just enough to build the basics if you're very clever with placement - but that's a trial and error game that takes a lot of learning. Pause the game and select the Reports menu in the bottom right, then choose the Grants tab. Accept them all by clicking and you should have 90k - which should be enough for fully fitting out all the requirements of those grants and room for 3-4 days of prisoners.
To save money, try and keep everything close to begin with.
Start by drawing walls in a rectangle in the middle a short way into where the prison interior will be, allowing at least 5x5 squares inside - this is for the Yard, so the prisoners get to exercise in the sun. Add a door somewhere. The walls won't get built until you unpause, but the next bit takes longer to build, so don't unpause yet.
Then using the foundations, draw blocks above and below the yard, and some blocks joining those to the left. The important thing about foundations is that where they intersect existing buildings they automatically join up - that's important to remember when expanding an occupied area into an empty area - if prisoners can get there you might be accidentally giving them an escape route unless you have door(s) already placed all along the intersecting wall.
I do a sort of big square C-shape. The blocks on the top side for prisoner facilities, like holding cells, canteen, etc should be a decent size at least five or six blocks wide. The bottom ones I use for staff offices so only need to be four blocks wide. The ones which complete the C are five blocks square and used to house the Utilities. I then close off the entrance with walls, add a few entry doors and unpause to start the building.
Hire at least two guards.
If you've used security doors, only they can open them to allow workers between areas.
When it's ready for rooms I leave it unpaused, designate the rooms, add internal walls and extra doors in roughly this order:
- Holding cell. Decent size over five square, requires a bench and a toilet.
- Office. Needs a filing cabinet, desk and chair. Hire a Warden when built, then in the Bureaucracy panel start learning Accountancy, Medicine and Mental Health
- Shower. Needs shower heads and lots of drains.
- Canteen. Requires only a serving table, but leave enough room for more. Tables and chairs or benches are a nice idea, too.
- Kitchen. Needs at least a Cooker, Fridge and Sink, but will quickly require more. Hire two Cooks.
That's all that's required for prisoners, but none of the stuff will work without Utilities.
- Build a Pumping Station, Electrical Generator and one Capacitor next to the generator (these are pricey so only add them when you need them - the Generator will show how much power it is using, if it reaches the top it will shut down.
- Connect the Generator to the Pumping Station.
- Pretty much all rooms require power for the lights, so expand the Electricity cables so they at least touch the wall of every room. Once it's running you should see it connect to the green dots automatically. The cooker and fridge require a dedicated power connection - you should see the power icon to show where to connect them.
- The sink, showers and toilets need a water supply. Use large pipes to go in the general direction, but save money by using short runs of small pipes going to each individual item.
By the time's that's all built the prisoners should start arriving. Place a Storage Room somewhere to clean up the clutter.
Build two more offices for the Accountant and Psychologist as you hire them, then work towards finishing off the remaining objectives - an Infirmary with a few Medical Beds and two Doctors, then you can get started on the individual cells to increase your capacity to 15. Regular Cells need a bed and toilet, Solitary Cells need nothing, both are a minimum of 2x3 squares.
Tips.
- Fences are free and better than escapees if you accidentally leave a hole in a wall.
- Place fast-walking tiles in oft-used areas.
- The routine can be changed through the Regime Report. The existing one seems designed to fuck you over by not feeding them breakfast and sending them all to the shower at once, meaning there are usually tears before lunchtime.
- The food quality can also be varied and of course generally making everything nicer cheers them up.
- Use metal detectors at oft-travelled points to detect contraband. They need to be somewhere a guard can react to them. Outside the canteen door is good place. They need dedicated power and a new capacitor for every three placed.
- You get paid at 12am. Workmen will automatically spend what they need for repairs very soon after, so be sure to pause and spend it first if you have other ideas.
- Install drains in cell block corridors for when they smash their toilets.
- Rioting prisoners will attack guards, the Warden, Security Chief, Foreman, Psychologist and Accountant. They will chase Cooks, but not hurt them and leave Doctors and Workmen alone. To that end ensure that a lockdown actually separates the vulnerable office staff from the prisoners - you can even fit (expensive) Solitary doors on their offices, as they never actually leave them.