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Gang leaders generally being volatile and inevitably getting themselves into trouble did always have the risk that even a small gang could cause a large prison to riot because they drive up the danger level. I've experimented with ways to deal with that without prematurely ending the leader's punishment, such as throwing the entire gang into solitary, but it doesn't really help the risen danger level so that remains a constant issue until the leader's punishment ends.
But yeah it would still be nice to have something a bit more inbetween "nothing" and "mass chaos."
I wonder what gangs would do if they had no access to capturable areas and therefore no reason to engage in turf wars? Would they find other ways to pick fights with each other or would they be neutralized because a key aspect of their routine was removed?
Be kinda nice if gang leaders, while contained away in super max, might still have some sneaky way of working through their members. It would be generally more interesting as well if they did more than just completely take over the prison and then fight everyone else to the death. That was cool at first, but kinda boring the tenth time around. You'd think they'd have other objectives in mind.
As a note on this: Gangs do fight each other even without gang leaders/lieutenants/turf, the gang leaders just make it organized and purposeful. Occassionally, rival gangs will start fights if there's a few of them in close proximity; if multiple members of one gang are near a lone member of another gang and there's no guards nearby, the larger gang will attempt to murder the smaller gang member. And yeah, my problem is pretty much that I like some gang mechanics a lot (organized leadership structures, turf wars, protectiveness of the gang leaders and lieutenants by soldiers) while others (gang recruitment) make the former mechanics quite literally unusable without ruining your entire save.
This really needs a hotfix, IMO. It seems very poorly thought out - gang mechanics that require gang leaders and lieutenants to be in gen pop or at least a larger wing result in that entire wing being converted in a matter of days, which makes your game unplayable due to the organized nature of gangs.
Maybe it was never supposed to be too involved, but yeah it does seem to be one of the game's more half-baked ideas. Though I personally generally enjoy having them around, I do admit it's too easy to defang them, but if I didn't they'd ruin everything.
https://steamcommunity.com/sharedfiles/filedetails/?id=496092460&searchtext=dev+utility
If you still don't want to use mods, isolate the gang leaders and liutenents to supermax as soon as possible to prevent the gang from getting massive and overly violent. I did that with one prison I built with 1000 prisoners and each gang only ended up having 30-40 members instead of 200.
I would also like to see gangs much more organised and much smarter when a riot occurs and attempt to take over the entire prison, such as....
First, all the gang members gather up in one place and then they all head to the armory together (if one is available). This can only happen if theres at least one lietenant around.
Then second, they should take out all the rival gang members all over the prison, and then head for the turfs and wait until the riot guards come to end the riot.