Prison Architect Guide

Prison's employees for Prison Architect

Prison’s employees

Overview

The staff members are your prison’s employees, such as Guards and Workmen, who are needed to run your prison.Here is the quick reference list of staff members. ***Current Version 1.3

introduction

There are three broad categories of employee: Normal Staff, Administration and External Staff. Normal Staff members perform automated duties throughout the prison to ensure essential functions continue to operate. They may be directly selected and controlled, but will generally operate on their own. Administration on the other hand, are not able to be directly controlled and do not perform tasks throughout the prison. Instead, Administration members perform Bureaucracy research tasks to unlock additional prison features. They need their own office and for some of them it’s not possible to have more than one. External staff cannot be hired and do not get any wages. Instead, they appear when needed and leave the prison if their job is done.

Version info:

Version 1.0 | 20.11.2016 | Initial release
Version 1.1 | 01.01.2017 | Added Emergency Units
Version 1.2 | 02.01.2017 | Added Sniper
Version 1.3 | 03.01.2017 | Major information update

Administration

Staff
Expences
Work description
  • Accountant
  • Hire: $1,000
  • Wages: $200
The Accountant tabulates financial reports which assist in calculating your cash flow. The accountant also allows you to spend more than your daily income each day, enables the Valuation Report, and unlocks the ability to purchase neighbouring land plots to expand your prison through Bureaucracy.

  • Allows you to spend over your daily spending limit.
  • Be careful when spending over the daily limit, otherwise you may spend too much and not have money for an emergency. You even might get bankrupt, which is a failure condition in sandbox mode.
  • Getting the Accountant early on is a good decision, as it allows you to hire more staff within the first few days.
  • A good strategy to use when dealing with an accountant is to put her in an isolated office block because she will never need to leave her office. She may want to go to a staffroom, so have one nearby to the office block. This protects her from being killed in a riot, and keeps her out of the way.
  • The Accountant bureaucracy research costs $500 and takes 6 hours to unlock.
  • It’s possibly but useless to hire more than one, unless you plan to research the entire accountant’s ‘research tree’ at once.

Chief
  • Hire: $1.000
  • Wages: $200
The Chief is in charge of your prison’s security forces. He unlocks Armoury, Patrols, Deployment, and the Security Room through Bureaucracy. The Chief also enables a display of the Danger level in the prison, as well as a Report on Contraband.

  • Once assigned to an office, he will give you a real-time report of the prison’s danger level, and tells you how many prisoners have lodged complaints, and how many are pacified.
  • You can only hire one chief, and as a pure administrative staff he won’t act as a guard e.g. by escorting prisoners or opening jail doors.
  • The Security Chief will lead the Tazer Certification program for guards in the classroom. He also attends executions.
Lawyer
  • Hire: $5.000
  • Wages: $200
The Lawyer is used to do various research tasks.

  • He is unlocked by the Warden’s research and needs his own office.
Psychologist
  • Hire: $1.000
  • Wages: $200
A Psychologist will provide you with insight into your prisoners state of mind by displaying a Needs list when a prisoner is moused over. He will also enable the Needs Report which shows an aggregate of prison-wide needs by urgency.

  • Psychologists also lead the Behavioural Therapy Program in their offices and the Alcoholics Group Therapy in Common Rooms, so that they can make a Prisoner less violent or possibly cure them from alcoholism.
  • Arguably one of the most essential members of your administration; it’s vital to know what prisoners need and want, so you can provide them with that need to prevent violent outbursts.
Foreman
  • Hire: $1.000
  • Wages: $200
The Foreman will allow you to unlock Janitors and Gardeners through Bureaucracy. He is also able to research the cloning tool to help speed future construction, as well as Prison Labour.

  • The Foreman can be useful in setting up access to the Janitor and Gardener, but in truth both are largely redundant until you have a prisoner size to warrant them.
  • Janitorial duties can be performed by prisoners with the construction of a dedicated Cleaning Cupboard, and gardeners only become useful when you hit a budget state that can withstand beautification.
Warden
  • Hire: $1.000
  • Wages: $200
A Warden is absolutely necessary in any prison, and he is needed to unlock the Bureaucracy tree which allows more advanced Staff members to be purchased. The Warden also enables alteration of the prison’s Regime.

  • The Warden needs a designated office to be functional.
  • Having a warden also unlocks the available grants in the reports tab, which can be helpful in starting your prison.
  • You can only hire one warden. The warden can not be directly controlled by the player and only leaves his office for executions.
  • The warden being killed too often is a Failure Condition in sandbox mode.

Normal Staff

Staff
Expences
Work description
Armed Guard
  • Hire: $1.500
  • Wages: $350
Armed Guards will patrol routes and intervene with misconduct just like your regular Guards, but will also shoot Prisoners when they are set on Freefire or fear for their lives.

  • Armed Guards do have a higher accuracy when firing ranged weapons than other people, being 70% instead of 60% for tazers and 90% instead of 70% for all others.
  • Prisoners will surrender if an armed guard is shooting within 4 squares distance. A maximum of 10 prisoners will surrender per gun shot.
  • Will draw tazers before using their fists to stop fights. After tazer used, they will use their fists to stop fights. They will not use tazers when Freefire order is issued.
  • Will loudly shout at prisoners to give them a warning, and a chance to stop misbehaving (surrender) before firing, unless they are attacking members of the staff, in which case they will fire on sight.
  • Will only draw and use their weapon if the Freefire emergency command is activated or they are close to dying.
  • Their standard combat behaviour is to use their fists.
  • Protect your Armouries well, during a riot or large escape attempt prisoners may choose to raid the Armoury and arm themselves with various firearms.
  • If you wish to suppress your prisoners, having Armouries in areas such as the Canteen, Yard, Workshop or Shower, which are often visited by your prisoners, or having Armed Guards on patrol there, is a good idea. They will suppress nearby prisoners and respond to nearby incidents. Just keep all the effects of suppression in mind, you’ll slow your prisoners down and they’ll take more time to get places.
  • Due to their high hiring cost and wages it is generally not advised to hire and keep Armed Guards around unless you have an unruly prison with frequent fights or riots.
  • While having Freefire will allow your Armed Guards to quickly stop misbehaving prisoners, this will also anger other prisoners and might incite more misbehaviour or even a riot.
  • Armed Guards can be killed faster and easily if confronted against large rioting prisoners or big gangs as they have low HP.
Cook
  • Hire: $500
  • Wages: $100
A Cook is a staff member responsible for keeping your prisoners fed by preparing meals in the kitchen. Also referred to as a “chef” in at least one of the grants, he is also responsible for moving ingredients from the delivery area to the kitchen.

  • One cook supplied with five cookers, five fridges, and several sinks will feed an average of 20 prisoners per two hour long mealtime in your regime.
  • A cook will lead the Kitchen Safety and Hygiene program for prisoners in the kitchen. Once they passed it, they may assist the cooks with their duties.
  • Cooks will only prepare meals for meal-times scheduled in the Regime; if none are scheduled no food will be prepared or served.
  • While prisoners love to murder janitors and gardeners during riots, they rarely touch cooks.
Doctor
  • Hire: $1.000
  • Wages: $100
The Doctor heals injured staff and prisoners. They can also revive unconscious persons.

  • The Infirmary and Morgue are required for the doctor to function fully and are unlocked through the Bureaucracy screen.
  • Prisoners will be taken to the Infirmary by a Guard and will wait there until they are treated.
  • Handcuffed prisoners need to be escorted back to their Cell after treatment, but a prisoner who is not cuffed will leave after treatment if a path is available.
  • Besides injured people (i.e. such that lost toughness points e.g. due to a fight or in a fire), doctors may also treat starving, overdosed or bleeding prisoners, and the ones that are infected with a virus (if the Events option is used in the game).
  • A doctor will also lead the Pharmacological Treatment of Drug Addiction program for drug-addicted prisoners in the Infirmary.
  • It’s possible to send a doctor to an injured prisoner or staff member by selecting the doctor and right-clicking on the patient. The doctor will run to the injured person, heal them, and then go back to the infirmary.
  • If you cannot afford the wages of a Doctor, paramedics may also be used as an alternative.
Dog Handler
  • Hire: $500
  • Wages: $150
A Dog Handler will keep your Dogs for you. He will also walk patrols with them.
Workman
  • Hire: $500
  • Wages: $100
A Workman, also known as a builder, is a staff member who performs essential construction duties such as laying Foundations, demolition, unloading incoming deliveries, taking out the trash, and loading the garbage truck. A Workman has access to areas behind normal and “staff only” doors, even if a prisoner is nearby.
Gardener
  • Hire: $500
  • Wages: $50
The Gardener cleans the outside of the prison, removing cracks, dirt tracks, flowers and plant trees.
Guard
  • Hire: $500
  • Wages: $100
A Guard maintains security at the prison, keeping an eye on prisoners, subduing riots or fights, and transporting prisoners to and from Solitary, the Infirmary, and other locations.
Guard Dog
  • Hire: $0,00
  • Wages: $0,00
Dogs will patrol routes and intervene with misconduct just like your regular Guards, but will also sniff out smelly contraband, dig for Escape Tunnels, and chase down escaping Prisoners.
Janitor
  • Hire: $500
  • Wages: $50
The Janitor cleans the inside parts of the prison, removing cracks and grime. Janitors will move freely and automatically to any interior mess. They will also help on Laundry Service.
Sniper
  • Hire: $2.000
  • Wages: $500
Snipers will occupy any available guard towers to look over your prisoners. If there is an armoury on site, they will pick up rifles from there.

External Staff

Staff
Expences
Work description
Appeals Lawyer
  • Hire: $0,00
  • Wages: $0,00
The Appeals Lawyer is an external staff for Death Row Appeals in the Parole Room.
Appeals Magistrate
  • Hire: $0,00
  • Wages: $0,00
The Appeals Magistrate is an external staff for Death Row Appeals in the Parole Room.

Parole Lawyer
  • Hire: $0,00
  • Wages: $0,00
The Parole Lawyer is an external staff for Parole Hearings in the Parole Room.

Parole Officer
  • Hire: $0,00
  • Wages: $0,00
The Parole Officer is an external staff for Parole Hearings in the Parole Room.
Teacher
  • Hire: $0,00
  • Wages: $0,00
The Teacher is an external freelancer who will come to your prison and teach your prisoners to work, or to reform them.

Soldier
  • Hire: $0,00
  • Wages: $0,00
The Soldier is an external security force that will only enter your prison if you meet the Failure Condition of having a long lasting Riot.

Truck Driver
  • Hire: $0,00
  • Wages: $0,00
The Truck Driver is an external staff member that assists the Workmen with supplies being delivered or picked up via Supply Truck.
Spiritual Leader
  • Hire: $0,00
  • Wages: $0,00
The Spiritual Leader is an external staff member that runs the spiritual programs in the Chapel.

Emergency Units

Staff
Expences
Work description
Fire Man
  • Call: $100
  • Wages: $0,00
  • Members per team: 4
  • Max teams on site: 2
Firemen can put out fires around your prison.

Emergency units are units that can be called out for severe emergencies that the prison staff can’t handle. They can be fully controlled by the player.

Paramedic
  • Call: $100
  • Wages: $0,00
  • Members per team: 4
  • Max teams on site: 2
Paramedics will heal injured staff and prisoners and are useful on prisons which are short on doctors.

Emergency units are units that can be called out for severe emergencies that the prison staff can’t handle. They can be fully controlled by the player.

Riot Guard
  • Call: $100
  • Wages: $0,00
  • Members per team: 6
  • Max teams on site: 3
Riot Police are heavily armored units and can take on multiple prisoners, and prisoners with weapons, with moderate ease.

Emergency units are units that can be called out for severe emergencies that the prison staff can’t handle. They can be fully controlled by the player.

Notes

Thanks to Chris Delay, Mark Morris and the Introversion development team for giving us Prison Architect.

Stay safe and thank you for reading…….

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