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Usually I build my prisons in layers. Cells, Prison Yard, Outer wall. So it's not just one door between them and freedom. That being said, I use about 200+ mods that include guard towers and stuff... so your mileage may vary.
I believe the 20 tile range for joining a prison break is accurate, it is listed on the wiki as well. I only ever accounted for that once in my game, and had individual cells spread all over. I didn't like it...it messed with my idea of organizing and ordering things. LOL
In my current game I just have one big prison cell that can hold up to 24 prisoners. Now that's a real bad idea when it comes to prison breaks. But I'm doing it anyway. So far, the most prisoners I've had actually inside of it when they do a prison break is 5 though.
Like you, I don't tend to keep prisoners around long once they are healthy and recovered. Though I am up to having 4 genies that I'm keeping long term to drain their blood regularly (genies never prison break). I also have the option to implant a xenogerm in any prisoner with the "Dead Calm" gene if I really want to...that gene also makes the pawn never prison break.
My basic prison is a 13x13 structure with six 3x3 prison cells and a 3x11 corridor in the middle.
I personally consider having a single large prison as incentive to keep my doctors trained up in the medical skill. I am on year 10 of my current playthrough and have had only a single prison break (and that was only because I was housing a bunch of prisoners from multiple quests and didn't want to damage them).
Prison breaks come in two flavors: keys, and no keys. Sounds like you got unlucky and had a LOT of keys prison breaks.
Remember: prisoner rooms don't NEED to be comfy, especially for prisoners you're only keeping around to train your trader-and in fact, the worse kept the prisoner, the more exp your trader will get before their resistance is gone. You can have a special comfy cell for prisoners you actually want to recruit ASAP i guess.
My entire prison takes up the handy standard 13x25 building template. I have 8 cells built on the east and west walls (4 cells per side) that are each 2x5, with a single bed and a nutrient paste drip. In the center 11x11 room is another nutrient paste dispenser, a couple tables and stools, heater/ac combo, and a shelf for tribalwear and a shelf for medicine. There is also a short airlock leading into the central chamber.
If they're in their cells when they decide to escape they'll beat on the inner airlock door. If they're in the commons room they'll walk into the airlock and beat on the outer door. That usually gives me time to let Mr. Fisto the prison councilor and his friends get into position at the door for a 3x1 beat down as the prisoners try to exit.
Long term prisoners, like say, hemogen farms for medical or sanguophage purposes either get implanted with the Dead Calm gene or get their legs removed. I generally tend to grab people with shattered spines for hemogen farms because... well... they're pre-cooked nuggets. No gene therapy or surgeries required.
The former you fill with daylight if they get unruly, the latter you give a gentle correction. Or use Dead Calm, that works too.
Never keep too many for too long; I sometimes release those who're patched up enough not to bleed out on my lawn just so I don't have to keep housing and feeding them.
And, we take unconscious enemies, stuck them in an enclosed prison and they still know we have a great dining room. Sneaky SOBs...
https://steamcommunity.com/sharedfiles/filedetails/?id=3251443750
Do you manually get them to do surgery or is there a mod to do it automatically?
Now that is a proper prison. I've had something similar before but have to admit I have not had the will to do it as of late.
This one time I had a prison "cell block", big common room for food and rec, a yard, prison uniforms, a med bay...
Even just setting up the bills is kind of a pain, because I was doing so many. in addition to installing peg legs (and then removing them), I also was installing dentures, doing surgical inspections, harvesting a few organs, and neutering them all.
I was doing it for the xp. I now have 7 highly trained doctors in the colony (with a total adult pawn count of 18). That's more doctors than I normally would have, but I kept getting decent pawns where one of their passions was medical in this playthrough.