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Prisoners [[suppression]] rises while on Cell Lockdown (+1 every half an hour) or in Solitary (1+ every quarter hour). Suppression is reduced by 1 per hour after being released from lockdown/solitary.
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[[File:Prisoner tooltip a36.png|thumb|A prisoner's tooltip telling his name and age, assigned [[Cell grading|cell quality]], [[Prison Labour|cash]], activity, needs and status effects]]
The lifeblood of your prison, prisoners are the criminals and scumbags you are tasked with containing and maintaining. Each prisoner has the same basic [[need|needs]], a name, a personality, and a criminal record. Prisoners have many different hair-styles and skin-tones, as well as hidden traits
which control how they will behave while in your prison.
All prisoners in one
prisoner are either male or female, there are no mixed prisons. Female prisoners sometimes have babies living with them in the facility.
== Risk Category ==
Prisoners have 3 initial risk categories, which give an '''estimate''' of the level of violence and disorder the player should expect from them based on their convictions. Risk categories '''do not''' directly decide how violent a prisoner will be, but internal character traits do. The player will have to observe prisoners and interpret their conviction records to better assess risk, changing their security rating if warranted.
The ability to change the Risk Category is available on the prisoner's rap
Prisoners responsible for a serious injury will have their category automatically increased (min-sec to medium, medium to max-sec). Prisoners responsible for
a murder will be charged and given an additional 25-year sentence, and will automatically reclassify as Maximum Security (if they weren't already).
Risk categories Super Max and Protective Custody can only be assigned manually; they will neither arrive
to your prison nor automatically set in case of some event. Risk category Death Row cannot be set manually; they will always have to arrive like this.
The different categories can be identified by their color-coded uniforms (e.g. grey for min sec, red for max sec).
! Level !! Display !! Initial Money !! Daily Money !! Notes
| style="text-align:center;" | Minimum Security || [[File:Min_Sec.png]] || style="text-align:center;" | $300 || style="text-align:center;" | $150 || These prisoners are the least risky and violent inmates to bring into a prison. Typically, these prisoners also have shorter sentences due to their lower level criminal charges, and therefore are due to be released more often.
| style="text-align:center;" | Medium Security || [[File:Med_Sec.png]] || style="text-align:center;" | $500 || style="text-align:center;" | $150 || Medium Security prisoners pose a moderate risk in accordance with their crimes. These prisoners may have longer sentences than Minimum Security prisoners, but are likely to be less violent than Maximum Security inmates.
| style="text-align:center;" | Maximum Security || [[File:Max_Sec.png]] || style="text-align:center;" | $1000 || style="text-align:center;" | $150 || Maximum Security prisoners pose the greatest security and violence risk of the available pool of transferable inmates. These prisoners are more likely to become angry when their needs are unfulfilled, may have more "[[#Reputation|Legendary]]" traits assigned to them than lower risk categories, and are also more likely to be Gang members.
| style="text-align:center;" | Super Max || [[File:SuperMax_Sec.png]] || style="text-align:center;" | $2000 || style="text-align:center;" | $150 || Prisoners of this category can be transferred into your Prison, (as of "The Slammer" Update) and used to be designated manually on an individual basis only. A rating of Super Max indicates that this prisoner is extremely dangerous to the point that they should be treated differently from the general population, possibly even put in 24 hour lockdown.
| style="text-align:center;" | Protective Custody || [[File:Protective_Custody.png]] || style="text-align:center;" | - || style="text-align:center;" | $150 || Prisoners of this category cannot be transferred into your Prison, and instead must be designated manually on an individual basis. This security level allows the player to segregate at-risk prisoners from the general population for their own protection. This is especially useful for protecting Snitches, Ex Law Enforcement, blown [[Confidential Informant|Informants]], or even for breaking [[Need#Addictions|addictions]] through increased security. It can also be used to avoid Mass Assassinations if the
according random [[Events|Event]] happens, to isolate infected prisoners if the Virus event happens.
| style="text-align:center;" | Death Row || [[File:Deathrow_Sec.png]] || style="text-align:center;" | $2500 || style="text-align:center;" | $150 || Prisoners of this category may only be transferred into your prison after unlocking this ability from the [[Bureaucracy]] menu. These inmates have an unlimited sentence time, instead having to go through an appeals process to attempt to commute their sentence before being executed by you. Death Row prisoners require specially designated cells and do not participate in [[Regime]] activities. Death Row inmates cannot be reassigned to any other category, however may be automatically reassigned to Maximum Security if their hearing is successful. (Note: Certain mods can allow you to assign/remove Death Row to specific prisoners. This function is
non existent completely in the base game however.)
Every Prisoner has a list of hidden attributes assigned to them which the player may never clearly see; however, these traits will control whether the prisoner commits certain actions and how often they commit those actions. An example is [[Escape Tunnel]]s being only dug by Prisoners possessing the "Clever" trait.
As the crimes the prisoners have committed are also affected by their traits, the convictions in their biography give an indication
about possible traits.
A list of traits:
** Found [[Tools]]
** Found [[Luxuries]]
* Complaint - Prisoner who had a
comlaint over a need that hasn't been met for some time
* Intoxication - Prisoner is high or drunk when searched (being caught intoxicated automatically refers the prisoner to the relevant [[Programs|Rehab program]], if it exists)
* Escape Attempt - A misconduct that will trigger if a prisoner spots a clear way out of the prison
* Murder - Prisoners who have killed a person, either being a staff or prisoner
Low Security prisoners will be more patient in regards to their needs. High Security prisoners will often get angry
quick if their needs aren't met.
Prisoners will perform misconducts according to their level:
* High Risk - Most likely to perform misconduct
* Normal Risk - Less likely to perform misconduct than High Risk prisoners* Low Risk - Lowest risk of prisoners performing misconduct
Misconduct is recorded on the prisoner's rap
=== Individual Lockdown ===
You can assign discretionary punishments to prisoners via the rap sheet - up to 24 hours of Lockdown or 24 hours in Solitary. If researched by the [[Lawyer]], even permanent punishment can be applied. Prisoners will then be locked in their cell or solitary cell until the player cancels this measure.
Prisoners in solitary confinement or locked-down in their own cells will have meals brought to them. This should prevent prisoners [[Starvation|starving]] to death in solitary.
* Risk Category
* Time served and time left in prison.
* List of convictions including whether or not the
pleading for each conviction was guilty or not guilty.
This sheet provides the ability to re-categorize the inmate's security level in the upper right-hand corner of the page. The player may also search the prisoner, his cell, or his entire cell block. Finally, individual punishments may be meted out, including the ability to set permanent punishments once unlocked through [[Bureaucracy]]. This is the only place to [[#Individual Lockdown|lock down]] a prisoner for an unlimited time (until cancellation).
Some prisoners have a biography text defined by people who bought the "Name in the Game" package of Prison Architect. These biographies however don't affect the convictions.
The crimes for which a prisoner can have been convicted for are:
==== Reputation ====
These traits make housing these inmates particularly challenging, as they possess abilities
which make them either more dangerous to others , or a target for others.
* Strong / Extremely Strong - Hits harder with each punch during fights (and if Escape Plans are enabled, can also climb [[fence]]s without the use of [[rope]]s)
* Quick / Extremely Quick - An unusually fast runner (normal walking movement will not be affected)
* 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
then may take that weapon during the fight)* Gang Member - Is an active member of a [[Gangs|gang]]. He will defend his fellow gang members and will harbour hatred towards rival gangs.
* Preacher - This prisoner is extremely charismatic and is able to convert others to their religion, giving them the Spirituality need.
In some cases, the prisoner will have a high degree of a reputation, e.g. "Extremely Strong" or "Extremely Volatile". In a very small number of cases, you will receive a '''Legendary''' Prisoner. These guys have a potent mix of the above list that makes them very dangerous. Legendary Prisoners will always arrive as Maximum Security or Death Row prisoners, and only they may be [[Gangs|Gang]] leaders.
The reputation of a prisoner may be known to you from when he arrives, or it may have to be learned through [[Confidential Informant]]s or [[Phone Tap]]s. Except for gang allegiances and the snitch reputation, the reputations of a
prisoners will not change throughout the game.
Choosing The Lobbyist as a [[warden]] halves the chance of prisoners coming to your prison being volatile, deadly or fighters. Choosing Rita as a warden halves the likelihood of them being stoical or fearless.
==== Condition ====
In this bar, the [[#Status Effects|Status Effects]] and their distribution are displayed as
==== Security ====
A rating representing how controlled the inmates movements were, and whether security risks were present. Fights and escapes detract from this, armed lockdown counts towards it.
==== Health ====
==== Estimated Re-Offending Chance ====
This percentage represents the likelihood that when released, the prisoner will commit another crime. This score is affected by all of the above statistics (together with their age, number of prior convictions etc.) both positively and negatively (with [[Need#Addictions|addictions]] having a particular negative effect). Depending on your [[Policy]] settings, this number determines if the prisoner is able to be Paroled early.
Despite the name, the number shown here is the actual re-offending chance as used by the game. E.g. a prisoner being released early due to [[Parole]] and has a displayed re-offending chance of 10 % will actually re-offend in 1 of 10 cases.
* Prisoners will have a decoy set in their bed while digging during night. Prisoner's [[Dummy|dummies]] will still display the typical 'ZZZZ' to indicate they are sleeping. Possible to find during a [[shakedown]] at this time.
* Prisoners will steal, use and trade [[contraband]].
* Prisoners will
fulfil their needs if the rooms and equipment are available and if they are allowed into the appropriate areas that contain them.
* Prisoners will heal overnight for ''minor'' injuries
* Prisoners will have their sentence count down at an accelerated rate (five game days being worth one year of sentence). When served; the prisoner's nameplate will flash '''RELEASED''' and they will exit the prison if there is a clear path.
* Prisoners can participate in reform programs.
* Prisoners will have reputation.