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Contraband

1,757 bytes added, 4 years ago
Split up introduction into Getting and Detecting chapters, extended the latter one and moved both after the list
Contraband is any item that should not be in the possession of your prisoners. If a [[Guard]] does find contraband on a prisoner, then a sound will play notifying you of the discovery, followed by a color coded pop-up notification, and finally an item will appear in your to-do list stating how many prisoners are in [[Prisoner#Individual Lockdown|Lockdown]] or [[Solitary]] as punishment. Punishments can be altered if you research the [[Policy]] through [[Bureaucracy#Security|Security]] from [[Bureaucracy]].
Prisoners are not stupid, and will find creative Contraband can be obtained through various ways to smuggle, steale.g. by smuggling it into the prison or stealing it ftom its facilities, and use contraband. New arrivals will almost always carry contrabandit can be used for various purposes, some being metallic and others note. So you cannot always rely on your [[Metal Detector]]s to do the job all the timeg. Using the digging [[Reception]] ensures that every prisoner will be searched upon arrival. Another good strategy to use in order to control contraband is to hire some [[Dog Handler]]s with [[Guard DogEscape Tunnel]]s to sniff out any smelly contraband your prisoners may be hiding. Finally, you can also use the [[Shakedown]] Emergency Action to clean up the whole prison. However, doing this will piss off your getting high or killing guards and other prisoners so use it sparingly.
As stated above, new arrivals that are dropped off by a [[Prisoner Bus]] will most likely be carrying something from outside into your prison. Contraband will also be thrown over fences from the outside by friends and family of the prisoners (over a maximum distance of 10 squares) as arranged before via [[Phone]] or in the [[Visitation]] room, or brought by them to the Visitation room directly. Also deliveries brought by a [[Supply Truck]] (e.g. food ingredients, metal sheets for the workshop, prisoner uniforms, construction materials) may contain smuggled contraband (guards can search any objects for that reason). However, not all pieces of contraband in the game can be smuggled into your jail. Prisoners will also get their hands on contraband whenever they enter unsecured rooms containing items that can be stolen. An example would be the workshop which holds screwdrivers, saws, drills, and hammers. To secure, simply place metal detectors to the entrances of the workshop. Insecure rooms that contain metallic contraband and are not marked as staff only in the [[Deployment]] screen should also have metal detectors at their entrances. While prisoners will behave better when guards are nearby, neither guards nor any other staff prevent prisoners from stealing contraband or get alarmed when they catch prisoners doing so. Only [[guard dog]]s (and [[metal detector]]s) may sense prisoners carrying contraband. Anyway, prisoners will usually try not to carry contraband with them until they need it, but to hide it in their [[cell]]s instead. Guards will have to search prisoners or their hiding places explicitly to find contraband.{{clear}}
== Contraband items ==
There are four types of contraband that can be found: Weapons, Tools, Narcotics, and Luxuries. Each explained in their sections below.
=== Weapons ===
:''For more information on Attack Power, see [[Toughness]].''
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=== Tools ===
:''For more information on Attack Power, see [[Toughness]].''
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=== Narcotics ===
Narcotics are a menace that can be smuggled into your prison, and prisoners can steal narcotics from rooms that contain them. Narcotics have adverse effects on prisoners, making them more violent and can potentially cause them to [[overdose]]. Narcotics can develop into an [[Need#Addictions|Addiction]] that will cause prisoners to seek out drugs more often if left untreated. Most narcotics are categorized as smelly substances and therefore easy to detect by a guard dog. Employing the use of cell searching will also catch this type of contraband.
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=== Luxuries ===
Except for the booze, which reliefs the Alcohol need, luxuries don't serve a purpose, but can still be smuggled into your prison. Some luxuries are categorized as smelly substances and therefore easy to detect by a guard dog. Employing the use of cell searching will also catch this type of contraband.
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=== Uncategorized ===
The following pieces of contraband exist in the game, but they don't have any category associated with them and have little to no properties that make them function. Additionally, there is no possible way a prisoner can obtain these items unless they knockout or kill staff members that carry these items. These are mostly non-metallic nor smelly substances which means they cannot be detected by metal detectors or guard dogs. Employing the use of cell searching will catch these pieces of contraband.
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== How prisoners get contraband ==Prisoners are not stupid, and will find creative ways to smuggle, steal, and use contraband. New arrivals will almost always carry contraband from the outside of your prison when they are dropped off by a [[Prisoner Bus]]. Contraband will also be thrown over fences from the outside by friends and family of the prisoners (over a maximum distance of 10 squares) as arranged before via [[Phone]] or in the [[Visitation]] room, or brought by them to the Visitation room directly. Also deliveries brought by a [[Supply Truck]] (e.g. food ingredients, metal sheets for the workshop, prisoner uniforms, construction materials) may contain smuggled contraband. However, not all pieces of contraband in the game can be smuggled into your jail. Prisoners will also get their hands on contraband whenever they enter unsecured rooms containing items that can be stolen. An example would be the [[workshop]] which holds screwdrivers, saws, drills, and hammers. To secure, simply place metal detectors to the entrances of the workshop. While prisoners will behave better when guards are nearby (e.g. the chance of a prisoner stealing something from a room will be reduced drastically by the number of guards in that room), neither guards nor any other staff prevent prisoners from stealing contraband or get alarmed when they catch prisoners doing so. Only [[guard dog]]s (and [[metal detector]]s) may sense prisoners carrying contraband. Anyway, prisoners will usually try not to carry contraband with them until they need it, but to hide it in their [[cell]]s instead. Guards will have to search prisoners or their hiding places explicitly to find contraband. === Contraband Trading ===
Prisoners can trade their stolen contraband with other prisoners for money. Prisoners will sell items they don't particularly want, and use that money at the [[Shop]], to pay protection money to [[Gangs]] or to buy other items from other prisoners. This gives them a motivation to steal items in which they don't have any personal interest.
The price of any item is based on the supply and demand of that item within the prison. The approximate trade prices of all items, along with their supply and demand, can be seen in the [[Intelligence]] / Dangers view. == How to detect contraband ==If your prison does have a [[reception]] room, all incoming prisoners will be systematically searched there and any contraband they carry with them will be found. The reception requires the availability of many guards, though, and significantly slows down the process of intake. [[Metal Detector]]s may be placed at any door, especially in front of rooms containing metallic contraband, e.g. [[workshop]]s. Non-metallic contraband will not be found, however, and even for metallic contraband there is no 100% detection rate, while Metal Detectors are expensive and need a lot of power. Another strategy to use in order to control contraband is to hire some [[Dog Handler]]s with [[Guard Dog]]s to sniff out any smelly contraband your prisoners may be hiding. They may be used to patrol critical areas of your prison, e.g. the exits of rooms containing narcotics, but like Metal Detectors will only find metallic items, guard dogs won't find anything that doesn't smell. [[Guard]]s will find any contraband if they actively search the prisoner carrying it or his contraband hiding places in his cell. They may also search the items possibly used to smuggle contraband (e.g. kitchen ingredients). This may be done manually by the player, automatically through [[Policy]] upon any misconduct of the prisoner, or for a whole prison at once using the [[Shakedown]] Emergency Action to clean up the whole prison. However, doing this will piss off your prisoners, so use it sparingly. The [[Intelligence]] menu will help you to prevent prisoners from obtaining contraband. In the Dangers view you will get an overview which rooms of your prison are a source of contraband, so you can take according measures. In the -24 Hours and -7 Days you will see which contraband you found where recently and how it came in, so you spot your weaknesses. In the Informants view you may see the current positions of hidden contraband items within your prison, as well as arranged spots for throw-ins, depending on the coverage of your prison by [[Confidential Informant]]s and [[Phone Tap]]s.
== Trivia ==
Autopatrol
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