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Yes. Prisoners escaping event gives them the keys or something similar, UNLESS you have a mod that stops it.
Personally, i just use "Prisoners dont have keys" and "Prison commons", because prisoners dont have keys means they can still break walls and doors to escape while prison commons lets you set up aesthetically pleasing prison compounds.
That being said... You have to manually attack those prisoners, because turrets only target "enemies" and escaping prisoners are not "enemies".
Cheers!
Obviously, that may present a bit of a problem if you plan on recruiting such... guests, unless you have a bionics production set up.
A member of your faction who is a prisoner who is released will immediately rejoin (with a negative mood penalty from being imprisoned)
A member of your faction who is imprisoned and escapes will flee the map. This can be abused to "get rid" of an undesirable pawn with no mood penalty. No banishing or losing during caravan or killing or selling to slavery mood penalties. Simply imprison them and then "accidentally" leave the door open with a clear path off the map!
A member of your faction who is imprisoned and then recruited thru the prisoner options (reducing resistance, etc.) Will join your faction without the "was imprisoned" mood penalty
Part 2 - I arrest pawn before he destroys it
Part 3 - I immediately set the pawn that arrested the tantruming pawn to release him
Part 4 - The former tantruming pawn is released, expected to rejoin, he wanders of the map never to be seen again.
I'm not speaking Greek here.
I'm not disputing that they're SUPPOSED to rejoin, but in this instance, my pawn didn't, something I never had happen before Biotech, so I don't know if there's just a chance of that happening now, if the game bugged, I don't know why it happened, all I know is that it did.
Speaking of modlist, what mods do you have?