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1. In the Regime you need to add work-hours.
2. After you build a (e.g.: Laundry)-Room, you open the option "Logistics" at the botten. (Prison Labour has to be available)
3. The Laundry Room should be green. Click with the left mouse on it to set a maximum of possible workers for this room.
Who will work decides the game and the prisoners automatically start to work.
Do they -want- to work? Suppression and unsatisfied needs keep the prisoners away from work.
They should have enough sleep with only 5 hours. In case you enable events this may get up to 7 hours for a while. I'm currently testing a new regime which looks like this: https://steamcommunity.com/sharedfiles/filedetails/?id=926024838
12am-6am
The night starts with some lockup to make the grading system happy while not losing money in daytime due to not working prisoners. Then 5 hours of sleep and an hour of Freetime to wake them up and do their thing. In case of the 7 hour sleep event, these hours can easily be adjusted without having to mess with the rest of the daily schedule.
7am-9am
Off to the yard for an hour to exercise, then eat, then Freetime again. Freetime after Eat time makes sure that late eaters will stay in the canteen and finish their food before leaving. All others will settle Clothing and Comfort needs during this hour, since they had Yard time before breakfast. Yard time will rise those needs during winter time, so settle it again before you send them to work/reform.
10am-12am
Next we have 3 hours of work+freetime to be able to schedule any reform program. And to let the laundry boys deliver clean clothing to cells without needing guards to open every celldoor.
1-2pm
Here is either Yard/Freetime or Yard/Eat scheduled. This is for the nutricion grant which requires 3 meals a day at some point. When this grant is passed, the schedule goes to yard/freetime, to settle exercise/recreation/family and then clothing/comfort.
3pm-5pm
Next we have 3 hours of work+lockup, so the grading system gets happy with locked up prisoners.
6pm-8pm
And in the evening again an hour yard/eat/freetime just like in the mornings. Three hours of yard a day should make Health grading better, they say.
9pm-11pm
For the nightpeople there is another block of 3 hour work+lockup scheduled. Sleepy prisoners might already go to bed after dinner and don't bother working, others will work till midnight.
This schedule is a cash cow due to 9 hours of work. But is also has 7 hours of lockup and 3 hours of yard time. And it can give the well fed bonus up to three times per day if you want. The reoffending rate with this regime can be at 2% if you have a well running prison.
Have a look at the screenshots, it even started with a 0% reoffending rate in the beginning. It tends to hop between 3% and 2% when more prisoners are released, but that's a matter of acting quickly or not when there is a serious injury or somebody having an overdose...
http://steamcommunity.com/sharedfiles/filedetails/?id=934605893
Important little thing to know: when having a 3 hour work/lockup block, schedule reform programs at the start of that 3 hour block. Or else a guard would need to walk to a cell to open it when a prisoner needs to go to the reform program. He will be late because guards are slow when opening cell doors, so your prisoner might not be in time to do his program and fail.
Ok, thanks for letting me know