recursal/Fanatic-Fandom huggingface dataset:
Тюремный двор

***The Yard*** is an outdoor space that allows prisoners to go outside, exercise and socialize. It also fulfills a prisoners 'freedom' need. While you can set dedicated Yard time in the regime, it's advised not to since prisoners will go to the yard if they need to during free time, whereas during Yard time, **every** prisoner will go to the yard, even if they would be better off going to the showers or the bathroom. Forcing prisoners to go to the yard when they need to go somewhere else can cause a fight or, in severe cases, a riot to break out. For this reason, and also because the prisoners will be packed together, this is one of the most common areas for riots to occur, along with the Shower and Canteen.

 Файл:Bandicam 2013-01-30 19-26-48-454.png
Prisoners may use the Weights Bench to fulfill the Exercise need. So long as the yard is inside a perimeter fence with a gate, it will be considered secure. They may also go jogging (they are more likely to do this if there is a path, preferably of paving stone, stone, or paving tiles, in the Yard.

It is also useful to build an 'unroomed' shower and toilet block for prisoners to use, this reduces their need to riot by giving them some extra shower and toilet time.

## Requirements

* Minimum Size 5x5
* Secure (Behind at least one Door)

## Recommend

* Weight Bench
* Phone Booth

## Notes

* if you have a yard space but leave its gate unlocked; then you will need an outer wall around your prison before it is considered an enclosed space.
* The outer wall (with a locked door) is enough that you can place the yard anywhere inside without its own wall. However, it's safer to have a walled yard with its own gate (so that you can close it off in the event of lockdown to stop a riot from spreading)
* If no amenities are placed, prisoners can still reduce their exercise need by running around the yard.

ru:Yard (Тюремный двор)
fr:Yard
Зона экспорта

Экспорт - это зона, куда рабочие или работающие заключенные доставляют товары, созданные в мастерской, чтобы продать. Грузовики примут экспорт, и Вы получите деньги. Деньги полученные от экспорта в предыдущий день, будут засчитаны ваши финансы.

## Советы

* Если у вас нет мастерской, вся древесина будет продаваться здесь.
* Ваша зона экспорта должна быть возле дороги, так как грузовики будут быстрее заполнены и не будут слишком долго блокировать дорогу.
* Если заключенные имеют доступ к области, они могут помочь вашим рабочим с транспортировкой продукции из мастерской на экспорт. Если у них есть доступ к дороге, они будут также загружать грузовики. Не забывайте использовать дорожные ворота в этом случае, чтобы избежать побега.
Health and Well Being

{{{prerequisites}}}

The **Health and Well Being** is a grant which encourages the user to get a functioning health system in the prison with an infirmary, two doctors and a psychologist.

## In-game description

The physical and mental health of our inmates is very important to us. This grant is to facilitate the construction of a state of the art Infirmary, and to hire doctors and psychologists to look after the inmates health needs.

## Objectives

* Build a Infirmary
* Hire at least two Doctors
* Hire a Psychologist (Requires an Office)
Perimeter Wall

Escape Strength
 Cost

The Perimeter wall was added in Alpha 13 (Version). Any prisoner digging an escape will always go around a perimeter wall if possible as it takes significantly longer to dig through perimeter squares.

Utilities (Electrical Cable, Large Pipe) cannot be built on perimeter squares as the wall goes very deep underground, any utility lines will be severed when building over them.

Perimeter Wall is one of the four types of walls, the others being

* Fence
* Brick Wall
* Concrete Wall

**Tip:** Perimeter walls are typically a mid to late game upgrade after you have enough prisoners to support a decent income and need the extra protection against tunnel digging. Plan for them early by not laying power lines and water pipes where you will be placing them; but in early stages you can simply put down fencing to save money as your outer wall.
Arsenal

**Subgroup** | None

## Profile

 A hard built bot for a hard job, Arsenal took to her assigned duty as a SWATbot early and eagerly.  The risk never bothered her much and the intentions behind her duty were always sound.  But then the job gradually changed and she was tasked with more-and-more raids on the underprivileged.  Those that she should have been looking out for were those that she was assigned to round up, punish or otherwise brutalize.  Due to her unique talents, Arsenal was often put in charge of search and seizures, thus not only exposed to seeing bots attempting to cling to what little they had but also at their most desperate.  This crushed Arsenal and she knew she had to change something.Then along came Hot Rod and his message called to her.  Ricochet before her left to join the flashy bot's cause and Arsenal had only her duty that kept her from following immediately.  Her frustrations have become too great to ignore however and she knows it is time for a change.

## History

* File:1307900800766.jpg  Practically shoved into the police right from creation.

* Worked as a cop for a bit, a beat patrol type.
* Wasn't enough, eagerly signed on for SWAT.
* Did way too many non-SWAT searches on the disposables.
* Ricochet left, thought about doing the same
* Hot Rod showed up.
* Fangirl crush developed.
* Plan to join him building steam in her brain.

## Skills

Large and In Charge, Gun, And More Guns, Pulling Things Out of Everywhere, Cop Things, Barging In, An Even More Guns, Music

 File:Arseface.jpg

## Logs

March 2015 Logs* Bob Log 1: Arcee comes by Nyon to arrest Hot Rod but Arsenal FIGHTS HER OFF. (Log title thanks to Scattershot.)
Cops and Rebels* An End, A Beginning: One of Nyon's medic's passes, but not without a few words, first.
* Down With the Police: Showdown at the Nyon Corral
* Rescue Rebels: Arsenal, Orion Pax, and Rewind come to Hot Rod's rescue.
* S.C.U. more like SUCK: The S.C.U. is tired of Hot Rod's bullshit.
* House of HORROR: The Nyon Rebels HIT BACK.
* Resignation Accepted: Arsenal QUITS. Hot Rod YAYS.
* Troubles in Trouble: YX-939 has a sad update, then the NPD SCU comes to arrest Hot Rod with explosive results.
April 2015 Logs* 04-28-15 - Hello, Goodbye: Actually it's more like goodbye, hello, goodbye but that's just confusing.
* Nyon Falls: Hot Rod invites a small group of Autobots to discover the truth about Zeta Prime. Nyon pays the iron price for the discovery.
* Philosophical Disagreements: Breakup? Kind of looks like a breakup.
* Corrupting Cops: Well, corrupting Whirl, anyway. Sort of.
* Messes and Need: Hot Rod and Arsenal have a tiny disagreement.
Библиотека

Комната, где заключенные могут читать книги, для образования, любопытства и развлечений. Комната может быть использована как место работы заключённых.

* Использованные коробки и подаренные книги будет доставлены к вашей тюрьме когда если у вас есть библиотека.
* Используйте труд заключённых в библиотеке, чтобы сортировать эти коробки книг и размещать их на полках (Заключенные должны иметь "Базовый курс обучения" , прежде чем они смогут выполнить эту работу).
* Заключенные могут посещать библиотеку и брать книги.
* Заключенные будут читать в свободное время, где бы они не сидели: библиотека, столовая, одиночная камера и т.д.
* Возвращенные книги должны быть повторно отсортированы на полках.
* Книги изнашиваются и портятся спустя некоторое время, и затем будут доставлены новые. Примечание: Использованные коробки / подаренные книги могут быть использованы для того, чтобы провезти контрабанду в тюрьму, так что планируйте соответственно.
* Библиотека источник ножниц, не забудьте установить металлодетектор на выходе.
* Максимальное количество мест для работы 20 в размере 240m² (12 квадратов на одного работника).

## Требования

* Внутреннее помещение
* Минимальный размер 5 х 5
* Полка с книгами
* Сортировочный стол

## Контрабанда

Библиотека источник:

* Ножницы (металл, оружие)
Capacitor

Size
 Cost

Capacitors are used to increase the maximum power output of the Power Station they are surrounding. If the facility consumes more power than the Power station can supply, it will shut down  along with the capacitors (short-circuit).

A maximum of 16 capacitors can be around any one power station, forming a 5x5 square around it when fully upgraded.

The first Capacitor is provided for free at the start of the game, presuming it was successfully delivered.

If the power station short-circuits, each capacitor around the power station also turns off and may be turned on again individually, however turning a Power Station on will turn on all surrounding Capacitors.

 Файл:Fully Upgraded Power Station.jpg

fr:Condensateur (Capacitor)
Светильник

Cost
 Power Draw | 0.02 (Indoor Only) Bars

If Light is placed outdoors it will look like the top one, if indoors, it will look like the bottom one. If Lights are purchased automatically or not is determined by the Auto Lights setting in the Foundation menu. Indoor lights require a powered  Electrical Cable to be nearby.  Outdoor lights do not require power, though they do not make much light either.
Школьные парты

The School Desk is an object necessary for the functioning of a Classroom.

## Requirements

In order for you to be able to place the School Desk, you must have first unlocked "Education" through the Bureaucracy menu with the Warden.

The School Desk is a 1x2 object and can be rotated to 4 different sprite angles.

## Grant - Education Reform Program

See main page - Education Reform Program

The School Desk is a necessary item in the grant "Education Reform Program". The Grant requires the building of a Classroom, which also requires at least 1 Office Desk. The maximum effective size of a classroom is 20 school desks.
Распорядок дня

The Regime says what will be expected of the prisoners per hour. You need a Warden to prepare the report.

 Файл:Regime21.png

## Regimes

There are 7 different types of Regime slots. However, it is possible to successfully run a prison with having only Sleep, Eat, Shower, Free Time and Work.

### Lockup

Prisoners will be locked-up in their cells, which they are not allowed to leave.

### Sleep

Prisoners will be locked up in their cells and are required to sleep. Some prisoners, however, might not sleep, and sleep instead during the Free Time. If a Prisoner has smuggled a spoon into their cell and has a high enough Freedom need, he will start digging a tunnel from his toilet when he's supposed to sleep.

### Eat

Prisoners will eat only during this time. Prisoner will go to the Canteen and get a plate of food from the Serving Table. Cooks will start preparing the food a few hours earlier. You need to be careful when changing the time of the Eat Regime, because if you were to set Eat right before the current time, your Cooks wouldn't have enough time to prepare the food, which may under some circumstances lead to a Riot. (Also note that if you place free time after eat on the schedule than prisoners who arrived late to eat will finish eating during free time instead of going hungry; but they will not begin the eating process in free time, it has to start during eat time)

### Shower

Prisoners will go to the Shower and start washing themselves. Prisoners only change into clean clothes (satisfying the Clothing need) after Shower time. If you have toilets in your shower area, Prisoners will use them if needed during shower time.

As of Alpha 11, if a prisoner shower during Free Time, he will change into clean clothes.

### Yard

Prisoners will go to the Yard and start exercising and/or calling their loved ones should a telephone be available. Note that prisoners will only exercise/call their family should they need to.

Prisoners will go to the yard to exercise or use objects if they need to during Free Time as well. However, during Yard time, **every** prisoner will go to the yard, even if they would be better off going to the shower or the bathroom. However you can add outdoor showers and toilets marked as part of the yard so prisoners can use them on yard time (for hygiene needs) along with weight benches and seating areas. (to fill exercise and comfort needs)

### Free Time

During Free Time, prisoners will do all activities except for eating, and working. (Note they will finish eating if eat was placed before free time; but will not start a meal during free time)

### Work

During this time, prisoner will try to work at one of the available jobs in the prison. When all available job positions are taken, remaining prisoners will behave as during Free Time. Prisoners have to be assigned a job in Logistics. Preparing food in the kitchen takes 4 hours. The Work interval has to be set accordingly for food to be prepared by prisoners. A prison needs a Laundry Room to avoid Riots and was Introduced in Alpha 9. In Alpha 11 the penalty for dirty clothes got drastically reduced, giving the player more time to build a Laundry Room.
Water Pump Station

Cost
 Power Draw | 0.5 Bars

Water Pump Station is a source of water. In order to work, it requires direct power connection. Large pipe and small pipe are used to convey water from Water Pump Station to objects. If large pipes are used, a second pump station will probably never be necessary Large pipes can move water up to 764 blocks, making it nearly impossible to "run out" of water from large pipes. However, in the event you should need water for more than 764 blocks, you may construct additional Water Pump Stations, which unlike Power Generators can intersect with others. When starting a new prison one Water Pumping Station will be provided for free.

## Objects that require water

* Sink
* Toilet
* Shower Head
* Sprinkler
* Laundry Machine

## Extensions

* Small Pipe - extends water supply up to 39 tiles
* Large Pipe - extends water supply up to 764 tiles
* Pipe Valve - can be right clicked to cut off the flow of water

## Notes

* In the event of a water/electricity fire ignition Pipe Valves and Power Switches can be used to make the area safe for Firemen and Workmen.
* A line of sinks and toilets has no effect on the maximum range of small pipes from the water station(39 toilets or sinks will not increase or decrease the full range), with or without a small number, less than 3, of Large pipes added. No current data on effect of water range using only large pipes.
Prison Maintenance

{{{prerequisites}}}

General upkeep and maintenance of the prison and its grounds are important for both the security and safety of the staff and inmates. Hire the necessary personnel to keep your prison clean and orderly.

## Objectives

* Unlock Maintenance through Bureaucracy
* Unlock Cleaning through Bureaucracy
* Unlock Grounds Keeping through Bureaucracy
* Hire a Foreman (Requires an Office)
* Hire at least two janitors
* Hire a gardener
Riot Guard

{{{other}}}

**Riot Guards** are armored guards, called via the Emergencies Tab, that are better able to deal with violent situations than regular Guards or Armed Guards.

## How to use

Riot Guards should be used only to deal with full scale Riots, not with day-to-day situations of your prison. Thus, you should not have them as full time staff of your prison.

When a Riot breaks out, use the Emergencies Tab to call the Riot Guards. Riot Guards can be selected quickly or dismissed through the Squad list on the right hand side of the screen. Riot Guards need to be told where to go to deal with the prisoners. To do so click on a Guard and right click to tell him where to go.

Riot Guards are tougher than Armed Guards, but they only have a baton and a shield, where the Armed Guards have shotguns. Of course a disabled Riot Guard means a prisoner with a baton, where a disabled Armed Guard means a prisoner with a shotgun.

## History

They were in the game from Alpha 1 as a additional guard type for your prison. They had to be reseached via Bureaucracy, and their actual function would be added to the game in a later version. But in Alpha 10 the devs decided to put the Riot Guards as Riot Police under the Emergencies tab, where you can use them than to battle riots when regular guards are not enough

## Bugs

If the police vehicle does not depart when dismissed there may be a tree on the road blocking the path, simply dismantle it. It is advised to make sure you get the Riot Guards out of a fight when you dismiss them, otherwise they might decide they can't leave safely and will keep on fighting.
Почта

The Mail Room allows your prisoners to receive mail from the outside world (i.e. the prisoners' families). Sacks of unsorted mail will arrive at deliveries daily at 8am and are subsequently moved to the mail room.

The mail is sorted by prisoners at the sorting desk and then placed into a mail satchel. Delivery of the mail is made by either a guard or a prisoner. Reading mail satisfies a prisoner's Family, Recreation and Comfort needs.

Incoming unsorted Mail can also be a source of contraband, so plan accordingly.

Maximum number of jobs for the room is 20 at a size of 240m² (12 tiles per worker).

## Requirements

* Minimum Size: 5 x 5
* Indoors
* Sorting Desk
* Table

## Bugs

* Excess amounts of mail satchels are delivered to your prison, and existing mail satchels aren't used. There is a planned fix for this in Alpha 34
* A possible solution is to use the dismantle object tool in the objects menu (bulldozer icon) or sell object.
* If dismantle or sell is not working, another possible solution is to find and replace all "MailSatchel" with "Garbage" in your save game file.
* Using a regular door (not staff, not jail) seems to affect the efficiency of the mail room, using any other type of door seems to cause it to bug out more frequently.
Small Pipe

Size
 Cost

Small Pipe can be used to transmit water from a Water Pump Station or Large Pipe. Small Pipes can transmit water up to 39 tiles from a Large Pipe or Water Pump Station.One advantage of a small pipe, over large, is that it is possible to see if there is an electric cable in the same tile space. Small Pipes offer a small boost in tunnel digging speed, whereas Large Pipes offer a much larger boost. For this reason it is preferable to only have small pipes in your cell blocks.
Общая камера

**Общая Камера** — это место, где ваши заключенные будут находиться, когда для них не будет создано свободных камер. В камере может содержаться неограниченное количество заключенных.

Они могут использоваться в качестве промежуточной меры для размещения заключенных до тех пор, пока не будут построены надлежащие камеры, но должны использоваться только в качестве временного решения. Когда вы держите заключенных в камере слишком долго, они скоро начнут бунтовать, а когда вы держите многих из них в тесном пространстве, это может легко перерасти в полномасштабный тюремный бунт.

## Минимальные требования:

* Должна быть в помещении
* Минимальный размер 5x5
* Туалет
* Лавка
* Должна находиться в замкнутом пространстве
* Не отмечайте пространство под дверью, иначе комната не будет отмечаться "в замкнутом пространстве"

## Необязательно:

* Кровать
* Душ
* Развлечения: Книжная полка, Телевизор, Стол, Бильярд, и т.д

## Советы, хитрости и подсказки:

* Общая камера идеально подходит для недорогостоящей новой тюрьмы, поскольку она может содержать много-много заключенных, а также стоит дешевле, чем строительство нескольких камер. Просто не забудьте добавить кровати для размещения ваших заключенных.
* Убедитесь, что в вашей камере есть несколько охранников, так как драки в камерах будут частыми и повторяться снова и снова.
* Общие камеры — хороший выбор для тюрем непрерывного приема, так как их легко построить и они не стоят столько, сколько обычные камеры.
* Общая камера только уменьшает потребность заключенного в уединении, которая никогда не будет критической, поэтому вы можете иметь 20+ заключенных в камере с низким уровнем опасности, пока их другие потребности удовлетворены.

Если вы добавляете душевую, то у вас есть два варианта:

* 1. Если вы поставите его в комнате и пометите плитки для душа как камеру хранения, они будут использоваться только в свободное время, но не потребуют отдельной комнаты.
* 2. Если вы попытаетесь пометить душевую зону как "душ", ее нужно будет отделить от камеры хранения стенами и дверью (хотя вы можете оставить дверь открытой). "Душевая" маркированная плитка используется во время режима планового душа. В основном комната в комнате. (честно говоря, это слишком усложняет планировку, потому что общая камера обычно используется экономно в хорошо управляемой тюрьме)
Комната УДО

Файл:Apelación.jpg
As of Alpha 29, all prisoners are now granted a parole hearing when they reach 50% of their sentence, and another at 75%.
To facilitate this you must build a Parole Room, and start the Parole Program.

As of Alpha 30 the parole hearing will be attended by the prisoner, their lawyer, and a parole officer. The lawyer and officer will walk in from off screen. The prisoners re-offend chance determine if he is released early. The threshold for release is set by a slider on the bottom of the Policy tab in the reports menu. Inmates who are denied parole may become angry and even attack others at the hearing. After being released, from parole or end of sentence, the prisoner will make his way off the map. At this time the player may get a reward of $3,000 determined by the the re-offend chance of the prisoner at that time.

NOTE: Inmates must be able to navigate to the parole room, e.g Staff Only won't work. You can have multiple parole rooms in different security zones and the lawyer and parole officer will go to him.

## Requirements

* Indoors
* Minimum size: 5 x 5
* Visitor Table
Gardener

* None

A **Gardener** is a basic staff of the prison which keeps the outdoor areas tidy and is in charge of the Forestry. The Gardener is researched by the Foreman in Bureaucracy.

As of Alpha 16, Gardeners, instead of workers will now plant trees. Gardeners are important as they keep environments clean which in turn keeps the prisoners happier.

Gardeners are also key in your "forestry" development, as they will automatically buy and plant trees in this zone. The trees grown there will be cut down and distributed by Workmen.

## Bureaucracy

The Gardener requires a Foreman before hiring is possible. Research will cost $2,000.

fr:Jardinier (Gardener)
Vendigo

Vendigo is een kruid verkregen uit een specifiek gewas van Rhatia, het oude continent van de Republiek. Moeilijk en tijdrovend om te kweken, en bovendien giftig voor mensen, wordt dit kruid opgebrand ter ere van Bora, de godin van de jacht, vruchtbaarheid en voedsel. Bij de verbranding komen verschillende aromaten vrij die een specifieke geur geven. Wetenschappers verbinden "visioenen" met de gekte die ontstaat bij langdurig contact, iets wat niet zeldzaam is bij priesters. Hierdoor is het kruid even geliefd als duur en controversieel.
Governmental Security Ratings

Security Procedure Certification

The Government has certain requirements regarding security for prisons over a certain size, and applies hefty fines to those that come up short. Ensure this doesn't become a problem.

## Pre-requisites

* Completed Security Procedure Certification

## Objectives

* Assign two Dog Handlers to a Dog Patrol
* Assign two Armed Guards to a Patrol
Лесничество

Forestry is the room in which your Gardeners plant trees. Workman chop down (dismantle) the Trees into logs that can be either sold directly or sawn in the workshop to make planks which are sold for a higher profit.

The purchase of Trees is done automatically, for $100 each, so be sure to have the capital before creating large Forestry areas.

A forestry is the first step in a possibly long but lucrative crafting operation. Trees are bought for $100 and planted by Gardener in the forestry area. Trees take 5 in-game days to mature (changed in Alpha 17 and was originally 2 days) and have 3 stages of growth : sapling, young and old. Workman chop down the tree to create 3 logs $50 value each. Each log can be used in a Workshop Saw to create 4 Wooden Plank $50 value each. 6 wooden planks are used in the Carpenter Table to make 1 Superior Bed $400 value each.

## Requirements

* Outdoors
* 5 x 5

## Contraband

The Forestry is a source of:

* Axe (Weapons, Tools, Metal)
* Saw (Tools, Metal)
* Spade (Tools, Metal)

## Tips and Tricks

* Instead of creating a large forestry area off the bat, try creating sections of forestry each day, expanding the area slowly. This will help so that the forestry tasks are broken up over days, instead of all of the trees being harvested and replanted at the same time, which may cause logistical bottlenecks.
* If there are too many logs in the workshop, trees will still be cut down but logs will stay in the Forestry instead of being taken to the workshop. Sell excess Boards using the Sell Object tool, the prisoners will cut new ones and the problem will solve itself.
* Selling wood log from the forestry before unlocking *tax relief* isn't a good idea since at the end you're selling each tree $150 - $45(30% tax) - $100(price of the sapling) = $5
Туалет

Цена

Toilet is used by the prisoners to lower their bladder and bowels needs. It is currently the only object that lowers those two needs. When damaged enough by a prisoner, toilet will flood the area. The water will go away once toilet has been fixed by a workman. Prisoners will always start digging holes in the toilets in their cells.

Toilet requires direct water connection.

Prisoners, if they gain the correct tools, will attempt to dig a Tunnel from their cell to outside of the prison, starting in their Toilet. As of Alpha 34, if you suspect that someone is digging a tunnel, you can choose to manually search specifically their toilet. This was added so that it's no longer necessary to remove the toilet and re-build it. It's still possible, but not guaranteed, to find the tunnel on a blanket search of the cell or cell block.

## Required In

* Holding Cell
* Cell
Staff Well-being Initiative

{{{prerequisites}}}

Prison worker unions have been receiving reports of staff being over stressed and overworked, to the point that mistakes are being made. Make sure similar issues do not occur in your facility.

## Objectives

* Build a Staffroom
* Have at least five guards without assigned duties
* Ensure none of your staff are exhausted
Вода

**Water** is an object that is self-spawning and cannot be placed. Water appears when a toilet is broken or a shower is active. If water comes into contact with a Power Station then the prison will catch fire.

Water can be found in lakes, however you cannot use them as a water source. It is believed by many people that at some point in the future this will be a possibility. However, it has not been confirmed by the developers. It is useful to note that, at least as of Alpha 33, Prisoners cannot swim on lakes to escape, so they can be used safely as a wall to your prison.
Wires

Wires are used to connect objects labeled as "Wired". Examples include a CCTV and a CCTV Monitor for use of CCTV when Fog of War is on and Door Servos and Door Control Systems to remotely operate doors.

Note that wires are directional and must be installed in the correct sequence. For instance, connecting a Door Servo to a Door Control System will not work; you must instead connect the Door Control System to the Door Servo.
Часы

Файл:Clock..png  The Clock window is located in the top right of the screen. You can change its position by clicking on the Clock and dragging it around. It's also possible to re-size it, by clicking on the white corner in the bottom right and dragging it.

After Alpha 26 it is now possible to use a digital clock, and also has the option of using 12 hour or 24 hour version. In the Main Menu go to "Options", then to "Game" to change the setting.

## Clock

At the top is the clock's location. It provides you with the in-game time. Every hour you will get a part of your income, and by the end of the day you will have received all of your daily income which is obtained by having Prisoners and/or Workshops. You will also get a default of $2000 Federal Grant money per day.

## Regime

In the middle of the display is where the current Regime is listed. You can change the schedule of the Regime in Reports under the appropriate tab, provided you have hired a Warden .

If you click on it, the Report tab will open and it will automatically select Regime.

If you are low on a particular need, you may need to add more of a certain Regime type.

You also change the meal quality and variety here, and view the resulting cost.

### Pause

This setting will pause the game making everything stop. You can still queue tasks during this, and it is very useful when designing your prison.

### Normal

This is the normal speed of the game which it starts in as default.

### Fast

This will speed up the game to approximately 2 times the normal speed.

### Very Fast

Further increases game speed. This is very useful when you're waiting on your Workmen to finish their jobs.

> Note
>
>

> Occasionally, when running at high speeds, workers, janitors, and gardeners will become "trapped" in a sense and unable to reach the spot they are standing near because they overstep it. Whether this results in lower efficiency or not is unknown.
>
>

fr:Horloge (Clock)
Warden

* This staff member is needed early on in the game.

The **Warden** is the head official of the prison and as such one of the most essential members of staff in Prison Architect. The Warden is required to unlock all other main Staff types in the Bureaucracy tab.

The Warden's main objective is to unlock the Bureaucracy and Regime tab in the Reports Menu.

The warden drops a clipboard when killed.  The clipboard can be picked up by a prisoner and does slightly more damage than bare fists.

You may only have one Warden at a time.

If the Warden is fired or he dies, you will lose access to all researched upgrades and access to the regime and policy pages until you hire a new one.

There will be more types of Wardens (at least 5) with special abilities in the future; however, as of Alpha 34 there is still only one.

If too many Wardens are killed, you will be sacked. So it is recommended that if your Wardens are always being killed, build another office, and keep it under high security. This is one of the Failure Conditions, the rest can be found here.

## Trivia

While most alpha players know they can upgrade their game to include the ability to "customize a prisoner"; there was also the ability to "customize a warden". In total, 5 custom warden editions of the game were sold at a cost of $1,000 each. The 5 people who bought this version of the game will be able to influence the development of the game and customize the wardens along with their special abilities. After launch, everyone who plays prison architect will be given these 5 custom wardens to select from while playing. **Note:** It is no longer possible to purchase the customizable warden option.

ru:Warden (Начальник тюрьмы)
Prisoner Acclimatization and Engagement

{{{prerequisites}}}

Having prisoners work in your prison is a good way of integrating them into the environment while also cutting costs. Research Prison Labour, complete the necessary training and build the necessary facilities to put your prisoners to work by assigning them to the room in the deployment screen. Every room you want prisoners to work in needs a wall around it and a door. The Kitchen requires 12 tiles per worker, Laundry and Cleaning Cupboard 4 tiles per worker. 20 prisoners per room is maximum.

## Objectives

* Assign three prisoners to work in the Laundry
* Assign three prisoners to work in the Kitchen
* Assign three prisoners to work in the Cleaning Cupboard
Комната охраны

*For the Security Threat Levels of Prisoners, see Prisoner.*

The security room is one of the places where security guards hang out if not assigned to locations or patrols. It is required for CCTV monitors and door controls.

 Файл:Securityroom.png  As of alpha 23 each CCTV Monitor now requires 1 guard to operate. However each monitor can operate up to 8 cameras efficiently. (more can be attached, but the guard will rotate viewing the cameras, so the more overloaded a monitor becomes, the less often any particular camera will be under view)

Each door controller requires 1 guard. Any number of doors may be connected to one controller, however a guard can only activate 1 door every 2 seconds. So if many doors require opening at the same time in a busy prison it will be more efficient to increase the number of door controls and spread out which doors are attached among them.

Guards will auto station themselves at monitors and door controls if they are not already assigned to a post or a patrol.

When you choose to summon your Confidential Informants they will only come to your security room.

In Alpha 35, and if gangs are enabled in your prison, the security room is territory that is automatically guard controlled. Any guards inside the security room will project their power onto neighbouring, unclaimed territory (connected to the security room by a door).

## Uses

* CCTV Monitor
* Door Timer
* Confidential Informants

## Tips and Tricks

* If the room is dedicated to CCTV Monitors, they must be placed so that a guard can stand in the front middle square for the CCTV Monitor to function. Sides of the monitors may overlap. But each monitor requires 1 guard and 1 space directly in front of it.
* The room does not need to be completely enclosed by itself and it is useful to place a staff room next to security room so that guards can get back to work quickly after resting.
* If the room is used for door controls; then it should be placed away from prisoner areas and secured from breach during riots. Prisoners will attempt to take control of prison door controls in the room if there is a riot.
* Prisoners will try to damage your CCTV monitors if given the chance although it is not required it is a good idea to place CCTV monitors in a Security room because they will be well guarded by the guards.
* Your prisoners SHOULD NEVER be able to go into this room, not even for cleaning. It's better to mark it as a Staff Only area. Your CI will still be able to come in. Search them before leaving the room!

## Requirements

* Minimum Size 4x4
* Office Desk
* Chair
* Filing Cabinet

## Contraband

The Security Room is a source for:

* Baton (Weapons)
* Cigs (pack of cigarettes) (Narcotics, Luxuries, Smelly)
* Jail Keys (Metal)
* Lighter (Luxuries)

fr:Salle de sécurité
Программа реформы образования

* None

A number of campaign groups are gaining weight in their push for education programs to be implemented in prisons. Set up some classrooms to keep them off our backs.

## Objectives

* Unlock Education through Bureaucracy
* Build a Classroom
* Build twenty school desks
* Have fifteen prisoners pass the Foundation Education Program
* Have five prisoners pass the General Education Course
Foreman

* This staff member must be researched before they can be hired.  *(Maintenance)*

The **Foreman** is an administration staff of the prison which allows to research Prison Labour, Cleaning and Grounds Keeping. The Foreman is also required to train prisoners so that they can work in the Workshop.

## Bureaucracy

The Foreman needs to be unlocked by researching Maintenance under Bureaucracy.

Before you can research Maintenance you must gain access to the Bureaucracy Tab by hiring and providing an office for a Warden.

In addition, sub categories such as; Cleaning, Grounds Keeping,Prison Labour and the Clone tool cannot be unlocked until the Foreman has a proper office.

de:Vorarbeiter (Foreman)
Часовня

A room for prisoners to fulfill their Spirituality need.

The Spiritual Guidance program takes place here, and requires a pew for every prisoner, and a maximum of 20 prisoners can attend the program. It runs for two hours. A Spiritual Leader will arrive at your prison and will add a Calm status effect to your prisoners. The status effect can also pass on to other prisoners.

Note that even though pews take up 4 spaces, they also allow 4 prisoners to sit: thus the difference between a pray mat and a pew is negligible.

## Requirements

* Indoors
* Minimum size: 6 x 6
* Pews
* Prayer Mat
* Altar

## History

Added in Alpha 29

fr:chapelle
Металлодетектор

Cost
 Power Draw | 0.2 Bars

The Metal Detector is one of the items that every good prison should have. The Metal Detector checks for any contraband labelled as "metal" on any prisoner that passes through the detector. Metal Detectors also require direct power.

The detector emits a flash each time a prisoner is scanned: If no contraband is detected the flash will be white. If contraband is detected the flash will be red and an audible beep is made. Note that every time a piece of contraband is found, the metal detector stops working for 3 seconds or until the light has turned off. This means that prisoners can still smuggle items even if you have metal detectors.

When contraband is detected and there is a guard near by, he will automatically search the prisoner and confiscate the contraband. The prisoner will be sent to solitary and the contraband will be disposed of.

Prisoners will try to avoid going through a metal detector, for this reason it is important to either place multiple metal detectors side by side or to block any other routes.

For example: if a Canteen (Canteen is no longer a source of contraband, Alpha 24) can be entered through two large jail doors, then there should be four metal detectors, two in front of each door.

A metal detector may occasionally cause a false positive - in that case it will flash red while the prisoner holds no contraband. This can be ruled out by having a prisoner pass two metal detectors - if both detect contraband the prisoner is virtually guaranteed to have some. Therefore, forcing prisoners trough two detectors before they can reach a cell allows vigilant wardens to determine which prisoners need a cell search if no contraband turns up after a person search.

The Metal detector will only search one prisoner per second - so it wise to put multiple detectors at different locations to maximize searches,

The Metal detector will also slow down the entity's speed - if your prison has a speed problem, the metal detector is only useful in choke points and smuggling points.

## Former Feature

When water from a shower head reaches a metal detector it will be damaged and explode. This explosion can kill nearby prisoners or staff members. Use a drain to control where your water can flow. (This was removed in Alpha 16, still removed as of Alpha 24.)

## Bugs

* If a light is built on top of a metal detector, it will not work.
Paramedic

**Paramedics** are emergency staff for the prison that are used to heal prison staff and prison in-mates. You can summon them by selecting the "emergencies" tab at the bottom of the screen. You can only have 3 units of paramedics on scene at a time, each unit consists of 4 medics.

## Operation

Paramedics are moved around the prison by selecting them and then right clicking where you want them to go. You can select them by clicking on the medic Icon in a blue box on the right hand side of the screen when they are present in your prison. You can also just click on each individual paramedic and divert them to a location.
Electrical Cable

Size
 Cost

Electrical Cables are Utilities that are used to link objects that need electricity. You need to place a line of Cables from a Power Station to power objects.

Electricity from a Cable reaches up to 15 tiles in all directions to light up bulbs and other small electrical items, however this range is blocked by walls, meaning the 15 squares of wire will have to go around the corner, not diagonally under the wall. Some items need more power and will require a dedicated cable directly to them.
Pipe Valve

Size
 Cost

Pipe Valve can be used to restrict the flow of water through the pipes. As of **Alpha-8**, steam will come out of valves.

## How to use

Water valves are placed on water pipe and have two states on or off. When off the water will not pass through the pipe and when on it will, making it useful if water from a shower is touching a power station to stop fires.

To turn it on and off just right click the valve and click on or off.

## Trivia

You can use this item to shut off water in a riot (or any situation) where it's likely for prisoners to clog the toilet/flood everything. This reduces repair costs (by very little)

fr:Valve (Valve Pipe)
Комната посещений

Файл:2013-05-01 00014.jpg  The ***Visitation*** was introduced in Alpha 9. Prisoners can meet with their families and lawyers here during the visiting hours. As soon as a prisoner sits down onto a Visitor Table, his family need is completely fulfilled instantly.

Prisoners should only visit with families during free time, although they will sometimes not obey this.

Family members arrive each morning and enter through whichever gate is closest to the top of the map. If you have more than one gate you can setup airlocks around this pathing to ensure prisoners do not escape when family enter.

## Updates

* In Alpha 12 Visitation was made a location for directly smuggling contraband in.

* In Alpha 23 Visitation and Phone Booths are ways prisoners can arrange for having contraband delivered at a later time.

## Requirements

* Indoors
* Visitor Table

## Tips and tricks

* Many prisoners will smuggle contraband in here - sometimes upwards of 50% of visits will smuggle contraband.
* It IS possible for a prisoner to be upset by the visitation and kill their family, so have guards nearby.

fr:parloir
Одиночная камера

A **Cell** is a room of your prison where one Prisoner can live and sleep.

When there are not enough cells, prisoners will either have no cell or move into a Holding Cell if there is one available. Cells are generally regarded as better permanent accommodation for your prisoners, as their contained nature means prisoners held in them are much less likely to fight or riot.

## Requirements

* Indoors
* Minimum Size 2x3 (3 tiles after researching "Small Cells")
* Bed
* Toilet
* Enclosed (Surrounded by Door(s) and Walls)

## Recommended

* Jail Door

Optional ways to improve cell ratings:

* Radio
* Bookshelf
* TV
* Window (outdoor view for improvement credit, not indoor view)
* Office Desk
* Chair
* Shower (requires Drain or can damage electronics)
* 9 (3x3) or 16 (4x4) Cell size

## Tips & Tricks

* When starting a new prison, it is best to make a holding cell rather than cells, as the holding cells house more prisoners. They are also cheaper than cells.
* Prisoners who are attempting to tunnel their way out of their cell will always start digging under the toilet.  Try to place toilets as far from the exterior wall as possible,  this will increase their chances of being detected before they escape, as it will slow their digging progress.
* Adding a window (with outdoor view) to a cell makes their need for freedom build up slower, which makes them less likely to construct escape tunnels.
* Don't mark the doorway as part of the cell; the floor area marked as "cell" should be inside the perimeter of the walls and door squares.
* Using the standard jail door it will lock and unlock automatically transitioning to and from from periods of sleep or lockdown. Any other door type will require guards for every cell or wired to a door controller.

## Trivia

* Prior to Alpha 13, cells did not have to be enclosed.
Чулан

Файл:2013-05-01 00003.jpg  The **Cleaning Cupboard** room is used to store cleaning materials, but is effectively only used to assign prisoners to cleaning duty. Janitors don't need a Cleaning Cupboard, they will perform cleaning duties anyway.

## Requirements

* Indoors

* Minimum size: 3x3

## Contraband

The Cleaning Cupboard is a source for:
* Club (Weapons, Improvised)
* Poison (Narcotics, Smelly)

## Room Size

The Cleaning Cupboard offers 1 job place for a working prisoner every 4 squares.
Maximum size: 20 job places = 80 squares, for example 8x10 (within the walls)

**A PA calculator has been made to help determine the best way to build:** https://docs.google.com/spreadsheets/d/1NXZT3-Ebb9meEeVSpcQbvMTfpMV0qCN6KtHTE9ho1-s/edit?usp=sharing
## Cleaning *Staff Only* areas

The prisoners assigned to cleaning duty aren't able to gain access and clean rooms which are marked as *Staff only*. These rooms can only be cleaned by janitors.
Chief

* This staff member must be researched before they can be hired.  *(Security)*

The Chief of Security will allow you to research further in the Security Section of Bureaucracy. The Chief will let you research:

* Riot Guards,

* Deployment,

* Patrols,

* Contraband

* CCTV.
* Armoury
* Tazers
* Body Armour
* Tazer Rollout
* Dogs

As well as letting you research into these areas, he is required for the Danger level of the prison to be visible. As of Alpha 15, he can get tired and will leave his office and head to the Staff room like any other staff member (excluding Dog handlers and Armored Guards ).
Other than research and presenting the danger level of your prison, the Chief will give you access to the Intelligence screen, where you can recruit confidential informants, view all the known character traits of the prisoners and view all the known places where contraband is stashed or will be smuggled (information obtained from the informants). Even more, you will see all the places from where the prisoners will be able to get contraband, and also, the Chief will make a Supply and Demand report in the intelligence screen, where you will see the supply and the demand of weapons, tools, luxuries and drugs in your prison.
The Chief is also the only staff member that can lead the Tazer Certification Program. No one else can teach the guards how to use the tazers.
Requires the Security (Office) complete with requirements.

## Trivia

Even though they are the Chief of  Security they will not be able to attack or suppress any prisoner, not even look at the CCTV Monitor. This is because they are classified under admin not under guard.
Riot guards used to have to be researched before unlocked as an emergency force, until more recent updates.
Морг

Файл:Dead guards.jpg  The Morgue is where dead bodies are sent to which can include; prisoners, staff and visitors. It can be any size as long as you have a morgue slab.

The hearse will remove the corpses from your prison when a staff member carries the body to the road.

## Requirements

* Indoors
* Morgue Slab

## Tips and Tricks

* Prisoners can steal contraband (keys or batons) from dead guards in the morgue. Make sure to have the morgue behind a staff door or have a metal detector on the entrance.
* You can crowd slabs next to each other to conserve space, meaning the room takes up less room in your prison.

fr:morgue
Yuri Masuda

## Trivia

* Yuri is a Japanese feminine name meaning "lily".
* Yuri eventually starts dating delinquent Yusuke Takagi as a jab toward her sister Yumi, whose boyfriend, Shinichi, she views as a delinquent. This backfires on Yuri, however, when Yumi approves of her relationship with Yusuke, stating that she wants her sister to be happy. Yusuke starts to grow on Yuri after that as she realizes that beneath his bad reputation and tough exterior, he's actually a decent guy.
Accountant

* This staff member must be researched before they can be hired. *(Finance)*
* The accountant allows you to view the daily budget, and allows you to spend more each day than your income would normally allow.

The Accountant is unlocked by researching Finance in the Bureaucracy menu. The Accountant is part of the Administrators group and compiles the financial Reports. The accountant allows you to spend more money per day on staff, materials, and objects, as long as your current funds allow it.

## Costs

* The bureaucracy research, in order to require the accountant, costs $500 and takes 6 hours to unlock.
* Each accountant costs $1000 to hire and $200 per day.

## Requirements

* Fully functional office required for the accountant before they will begin research on anything.
* In order to hire the accountant, you can't be at your spending cap.

## Tips

* Be careful when spending over the daily limit, otherwise you may spend too much and not have money for an emergency.
* Getting the accountant early on is a good decision, as it allows you to hire more staff within the first few days.
* If your expenses greatly increase upon firing your accountant this is likely because you lost your tax breaks. Just hire her back.