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Set Staff Allowed on Break to 0% in the morning.
Continue doing that over a couple days. If that doesn't work...
Lower their wages 10% every day, till they throw a strike, raise it back, then do it again but stop 10% above the strike level and keep it there.
Hire more staff with the money you saved.
And do hire 1.5 snipers for each tower, it's just sensible. That and 1.5 dog handlers for every dog patrol you want to be walked at the same moment (you will only need 1.5 of a dog handler to walk one route in the morning, another in the mid day and a third one in the afternoon hours, but you might want to round it upwards)
Be smarter with the armed guard routes. they don't need to be everywhere to have influence.
Set up a big Forestry, buy a lot of workers and make tons of profits through log exports. Pay more staff. You obviously need more than you have.
Not that it's a bad idea, but I've been hoping to avoid that, especially since my last few prisons I designed were with a self-imposed challenge to just not buy any additional land.
In general I found staff needs obnoxious to deal with mainly because I couldn't be more precise about breaks and my staff got exceedingly whiny and lazy(er). It seemed like I needed so many on break there weren't enough guards to cover the prison properly. Entered this death spiral where it seemed like any approach led to failure.
That said I do remain interested in finding a way to make it work so I can enable it later down the road.
My approach is like this:
Step 1. Build a basic prison
Step 2. Hire one of each staff and observe, then hire as much as I can afford paying at the time with JUST the government grant.
Step 3. (Optional) Lower their wages 10% every day and raise their break policy till you reach a state where you can't lower the wages anymore without them threatening strike.
Step 4. Get less prisoners you think you can handle with your current staff (I start with 1 prisoner every couple days)
Step 5. Observe the needs charts over time. Adjust your approach accordingly.
You should usually hit a stability point within a couple days after every population increase so when you have the desired amount of prisoners, you will hit it soon too.
You will increase the population slowly as allowed by prison stability and increase your staff count as allowed by the prisoner grants until you have how many you want
like at quieter times of day you don't need as many deployed or on patrol etc. they'll go off duty and hang out in security room or staff room or whatever.
i remember they used to have set times to go on break, like 12:00-3:00
but i don't see that anymore. there used to be a way to see the times but not now, not sure why they removed it.
or maybe it was a mod i had and just forgot idk
Now the guard will take a break if: 1. he needs one right now, 2. number of staff currently on break is lower than the percentage set.
At the end of the day, you can have a perfectly functioning prison with 100% breaktime policy if you don't over-book the rooms.
properly micromanaging the patrols down to the hour by setting up different schedules, for instance marking all the mealtimes with one color, all the Yardhours with another, all the sleeptime with yet another (you generally should rotate the guard patrols so they walk the outer perimeter at night and the inside grounds during the day) will help in redusing mostly the time the staff wastes on useless tasks that tire them and send them on break when you need them
ah ok i wasn't imagining things then xD only started playing again recently, been a while.
i knew i remembered seeing set times and stuff.
and yeah i agree totally, those who haven't already, learn how to use deployment scheduler. it doesn't just schedule deployments but patrols too.
once i figured this out, i realized how much money and resources i was wasting on guards before needlessly. i went from a staff of 80 guards to a staff of 30 guards (40 including dogs & armed guards).
Yep, exactly. Example: No need to patrol or deploy any guards in the canteen at 3 a.m.