The Prisoners are both the main protagonist villains and the main antagonists of the construction and management simulation game Prison Architect. They are the lifeblood of a player's prison, serving as the largest source of income.
Before appearing in-game, each prisoner is procedurally generated with a full name, family, personality, temperament, backstory and list of crimes committed before entering the player's prison. The player has the choice of running a male or female prison before starting the game.
Prisoners - security level wise - come in many varieties, some of which are designated by the player. The prisoners' uniform color determine the type and threat level of the prisoner.
Description[]
Prisoners come in seven variants, some of which are designated by the player. The first three are the most common:
- Minimum security - The least risky and violent of all prisoners. They have the shortest sentences, and are therefore released the most often.
- Medium security - Prisoners of a middling risk, and have longer sentences than minimum security but shorter than maximum security. A mixed bag violence and game difficulty wise.
- Maximum security - The most risky of the standard three, and have the longest sentences and the most violence tendencies.
- Super Max - The worst of the worst type of prisoner. They are extremely dangerous and should be kept away from other prisoners, even to the point of being locked down around the clock.
- Protective Custody - Must be designated by the player. These are prisoners who may have traits such as being ex-law enforcement or an informant. Very unpopular with other prisoners.
- Deathrow Prisoners - Must be unlocked by the player before prisons have this kind of prisoner sent over. As the name would imply, these are prisoners who are about to be executed. They require specific cells and don't participate in the regime that other prisoners do. If these prisoners have a successful hearing, they will default to being maximum security prisoners instead.
- Criminally Insane - Only available to those who have the Psych Ward: Warden's Edition DLC. These prisoners need special padded cells and psychiatric help at all times to keep them from going berserk. These insane may do bizarre and strange things, such as fighting someone who isn't there, acting like guards who are searching cells and suddenly going nude.
When clicking on a prisoner to get information about them, the following information is presented: name, age, prisoner number, small description of the person, level of risk, length of sentence and how much time is already served and list of all convictions with individual pleas for each one. Each prisoner may have one or more serious reputations about them, which grant them powerful and problematic skills. This can range from taking more abuse before losing a fight to knowing martial arts where one can kill a person with just one strike.
There are a number of ways prisoners can misbehave. They can smuggle in contraband, cause damage to objects around them, attempt to escape by either digging a tunnel or by simply making a run for it, attacking guards or other prisoners or even outright killing someone.
Despite the general malevolent nature of the prisoners, there are programs they can go through that can improve their behavior, help them kick their addictions and even become helpful workers in the player's prison. They may even learn positive status effects that calm the effects of not only themselves, but others around them, which is very helpful in preventing a group of prisoners engaging in violent behavior.
Some programs will even reduce the re-offending rate, keeping some prisoners out of prison forever after being released.
Punishment[]
By default, there are punishments set for different types of misconducts in prison. These can be customized by the player. Punishments too light will most likely lead to repeat offenses, while punishments too harsh will cause prisoners to mentally break and cause riots, escape attempts or even murders.
An intense version of punishment lies in an option known as "Freefire", which allows armed guards to open fire on prisoners. This options must be used very carefully, however. This is because even minor disturbances will have prisoners getting shot while the Freefire option is enabled, so it would be in the player's best interest to use it during extreme situations such as riots.
Unlocking certain things in the game can better refine punishments dictated by the player.
Gangs[]
If the option is enabled in-game, prisoners can form gangs, or already be part of a gang before being incarcerated. Gangs can be an extremely dangerous and problematic issue for players, as control over areas can be removed from the player completely. Other prisoners not part of the gang must pay protection money to enter gang-controlled areas. The gangs will then use that extorted money to buy equipment to strengthen themselves.
Other gangs can fight each other for control of areas. The player can attempt to evict gangs out of area, but they won't go without a fight as they'll turn hostile toward any guards trying to stop them. The area must remain unclaimed for exactly 24 hours for the player to have control of it. Enough guards must be stationed in an area to keep it from being gang-controlled.
Needs[]
All prisoners have needs that must be met, so the player must provide different facilities and rooms that provide them. If needs are not being met, the prisoner will either find an alternate not-so-acceptable way to fulfill it, or will go berserk and start fights and/or try to escape.
The following needs must be managed: bladder, bowels, sleep, food, hygiene, clothing, comfort, exercise, safety, freedom, family, recreation, environment, privacy, literacy, spirituality, drugs, alcohol, warmth and luxuries. If the prison holds females, there are two extra needs involving babies birthed from inmates.
Some prisoners may have drug addictions, and may even smuggle drugs into the prison to satisfy this. Addiction programs can be put into place to help prisoners with this problem. Random traits may also be assigned to prisoners, examples including being extra violent, being more likely to destroy objects during riots or even better at digging escape tunnels.
Some prisoners may be religious, and need to go through religious practices daily to maintain their behavior and sanity.
Reputation[]
As mentioned before, prisoners may have reputable traits about them:
- Strong / Extremely Strong - Hits harder with each punch during fights, and can climb without the use of a rope depending on the game's settings.
- Tough / Extremely Tough - Takes more hits before losing a fight.
- Volatile / Extremely Volatile - Liable to become violent with no warning.
- Stoical - Will not become suppressed when locked in solitary confinement.
- Snitch - A known informant, and as such his life may be in danger. Don't leave him alone with other prisoners for too long.
- Deadly / Extremely Deadly - A master in lethal combat moves, and can sometimes kill with a single hit.
- Ex Law Enforcement / Ex Prison Guard - Was once law enforcement. His life may be in danger, especially if he used to be a prison guard.
- Cop Killer - Guilty of murdering a Police Officer. Prison guards may be ruthless when attacking this person.
- Fearless - Not intimidated by the sight of armed guards, and is less likely to surrender during a fight.
- Quick / Extremely Quick - An unusually fast runner, but walks at a normal pace.
- Instigator - Sows seeds of discontent in all those nearby. When he causes trouble, nearby prisoners will feel compelled to do the same.
- Skilled Fighter / Expert Fighter - Can sometimes disarm an opponent during a fight (expert fighters may then take that weapon during the fight).
- Gang Member - Is an active member of a gang. He will defend his fellow gang members and will harbor hatred towards rival gangs.
- Preacher - This prisoner is extremely charismatic and is able to convert others to their religion, giving them the "Spirituality" need.
Status Effects[]
Depending on what prisoners do, or have had done to them, many status effects can occur:
- Angry - Likely to start trouble. Can be caused by being denied parole.
- Bleeding - Continuously losing health.
- Calming - Feeling peaceful, which also calms other nearby prisoners.
- Drunk - Consumed alcohol recently; may lead to addiction.
- High - Consumed drugs recently; may lead to addiction.
- Overdosed - Consumed too many drugs and collapsed. Must be treated by a doctor immediately, as they'll die otherwise.
- Overheating - Felt when working in a hot kitchen.
- Riled Up - Caused by hearing a radio host say things prisoners don't agree with.
- Sick - Infected by a virus, and can pass it to other prisoners. Can sometimes be deadly.
- Suppressed - Less likely to misbehave, but are very unhappy and unfocused.
- Surrendered - A prisoner throws their hands up and gives up completely when confronted by an intimidating armed guard.
- Tazed - Hit and stunned with a taser.
- Well Fed - All needs, especially food, are all well fulfilled.
- Withdrawal - Lacking an addictive substance for too long.
Crimes[]
Crimes are randomly generated for every prisoner before being part of the game, and determine the level of security (and sometimes skills/traits) for each prisoner.
Crime | Minimal sentence | Maximum sentence | Risk | Trait(s) |
---|---|---|---|---|
Bribery | 2 | 10 | Low | Fraud |
Aggravated Burglary | 10 | 25 | Medium | Theft, Risks Life |
Burglary | 5 | 10 | Low | Theft |
Arson | 15 | 25 | Medium | Risks Life |
Criminal Damage | 2 | 10 | Low | Destructive |
Vandalism | 1 | 2 | Low | Destructive, Young |
Violent Disorder | 2 | 5 | Medium | Violent |
Possession | 2 | 7 | Medium | Narcotics |
Possession Intent To Supply | 3 | 14 | Low | Narcotics |
Fraud | 2 | 10 | Low | Fraud |
Counterfeighting Currency | 2 | 10 | Low | Fraud, Clever |
False Accounting | 1 | 7 | Low | Fraud, Clever |
Insider Trading | 1 | 7 | Low | Fraud, Clever |
Money Laundering | 5 | 14 | Low | Fraud, Clever |
Aggravated Vehicle Theft | 3 | 10 | Medium | Theft, Risks Life, Vehicular, Young |
Joy Riding | 1 | 5 | Medium | Risks Life, Vehicular, Young |
Dangerous Driving | 1 | 2 | Low | Risks Life, Vehicular |
Death By Dangerous Driving | 8 | 14 | Medium | Risks Life, Vehicular |
Driving Under Influence | 1 | 4 | Medium | Risks Life, Narcotics, Vehicular |
Kidnapping | 4 | 7 | Medium | Controlling |
False Imprisonment | 5 | 15 | Medium | Controlling |
Torture | 5 | 15 | High | Violent, Controlling |
Assault | 1 | 10 | Medium | Violent |
Aggravated Assault | 10 | 15 | High | Violent, Risks Life |
Assaulting An Officer | 3 | 10 | Medium | Violent |
Grevious Bodily Harm | 7 | 15 | High | Violent, Risks Life |
Murder | 25 | 25 | High | Violent, Lethal |
Attempted Murder | 10 | 25 | High | Violent, Lethal |
Manslaughter | 10 | 25 | Medium | Lethal |
Drunk Disorderly Behaviour | 1 | 2 | Low | Narcotics |
Perjury | 3 | 7 | Low | |
Rioting | 5 | 10 | Medium | Violent, Destructive |
Violent Disorder | 3 | 5 | Medium | Violent, Destructive |
Trafficking | 10 | 15 | Medium | Controlling |
Armed Robbery | 15 | 25 | High | Theft, Risks Life |
Robbery | 5 | 15 | Medium | Theft |
Car Jacking | 5 | 15 | Medium | Theft, Vehicular, Young |
Blackmail | 6 | 14 | Low | Fraud |
Handling Stolen Goods | 2 | 14 | Low | Theft, Petty |
Video Game Piracy | 2 | 4 | Low | Theft, Clever |
Indie Video Game Piracy | 3 | 6 | Low | Theft, Clever |
Shoplifting | 2 | 10 | Low | Theft, Petty |
Pickpocketing | 2 | 10 | Low | Theft, Petty, Young |
Car Theft | 5 | 14 | Low | Theft, Vehicular |
Rape | 4 | 15 | High | Sexual, Violent |
Gross Indecency | 2 | 10 | Low | Sexual |
Voyeurism | 1 | 2 | Low | Sexual |
Trivia[]
- By making a small donation to the developers of the game, one can have their real name and "custom fake crime" added to the game, which will be applied to a randomly generated prisoner.