Satisfying basic prisoner needs is one of the most important activities in Prison Architect. If needs are met, prisoners are cooperative and are less likely to commit acts of violence or vandalism. If their needs are not met, they will begin to complain, vandalize, and fight.
== Traits ==
==== Condition ====
[[File:Drunk a36.png|thumb|Drunk prisoner, marked with a [[booze]] symbol besides his name]] In the game, prisoners may have different status effects at different times: * Angry: Having being denied [[parole]], more likely to start trouble * Bleeding: Wounded in an [[Events#Workshop Accident|accident]], will continuously lose health * Calming: Surrounded by a peaceful aura after visiting the Spiritual Guidance [[Programs|program]], also affecting other prisoners around * Drunk: Prisoner consumed [[booze]] (may lead to an [[ Needs# Addictions| addiction]] ) * High: Prisoner consumed [[drugs]] (may lead to an [[Needs#Addictions|addiction]] or an [[overdose]]) * [[Overdose]]d: Took too many [[drugs]], must be treated by a [[doctor]] immediately * [[Events#Virus|Sick]]: Infected by a [[Events#Virus|virus]], might pass it to other prisoners; the virus might be deadly in extreme cases. * [[Suppression|Suppressed]]: Suppressed prisoners are really unhappy (e.g. resulting in lower concentration during [[programs]]), but also less likely to misbehave. * Surrendered: Capitulated when being confronted with deadly force by [[Armed Guard]]s * Tazed: A guard shot him with a [[tazer]], rendering him unable to move (though not injuring him) * Well Fed: All needs are fulfilled, especially the [[food]] need, but also including the ones not making prisoners angry otherwise. These prisoners are less likely to misbehave, and being well-fed contributes to the "Reform" grading. * Withdrawal In this bar, they are displayed as on this bar as following: