Difference between revisions of "Bureaucracy"

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! style="background: #e1ecf4;" | <big>'''Security'''</big>
+
! style="background: #e1ecf4;" | '''Security'''
 
| The [[Chief]] becomes available once you research Security, and is in charge of your prison's security forces. Once you hire the Chief, you will have access to the prison [[Danger]] level on the [[UI#Top Info Bar|Top Info Bar]]. Additionally, the Chief gives you access to the [[Deployment]] screen. This allows you to mark certain sectors as Staff Only, Shared, Unlocked, etc.
 
| The [[Chief]] becomes available once you research Security, and is in charge of your prison's security forces. Once you hire the Chief, you will have access to the prison [[Danger]] level on the [[UI#Top Info Bar|Top Info Bar]]. Additionally, the Chief gives you access to the [[Deployment]] screen. This allows you to mark certain sectors as Staff Only, Shared, Unlocked, etc.
 
| align="center" | $500
 
| align="center" | $500
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|-
 
|-
  
! style="background: #fff0de;" | <big>'''Psychology'''</big>
+
! style="background: #fff0de;" | '''Psychology'''
 
| The [[Psychologist]] becomes available once you research Psychology. He allows you to see the [[Need]]s of all your prisoners in the [[Reports]] menu. You are also able to see the individual needs of a single prisoner by hovering your mouse over them, which brings up a tool-tip.
 
| The [[Psychologist]] becomes available once you research Psychology. He allows you to see the [[Need]]s of all your prisoners in the [[Reports]] menu. You are also able to see the individual needs of a single prisoner by hovering your mouse over them, which brings up a tool-tip.
 
| align="center" | $500
 
| align="center" | $500
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|-
 
|-
  
! style="background: #e6e8fa;" | <big>'''Health'''</big>
+
! style="background: #e6e8fa;" | '''Health'''
 
| The [[Doctor]] becomes available once you research Health. The doctors heal injured prisoners and staff members when in close proximity. They can also cure prisoners who [[overdose]] on [[Drugs]]. Additionally, they can run the Pharmacological Treatment of Drug Addition [[Programs|Program]] on prisoners who need it.
 
| The [[Doctor]] becomes available once you research Health. The doctors heal injured prisoners and staff members when in close proximity. They can also cure prisoners who [[overdose]] on [[Drugs]]. Additionally, they can run the Pharmacological Treatment of Drug Addition [[Programs|Program]] on prisoners who need it.
 
| align="center" | $500
 
| align="center" | $500
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|-
 
|-
  
! style="background: #dff5dc;" | <big>'''Education'''</big>
+
! style="background: #dff5dc;" | '''Education'''
 
| Education [[Programs]] are used to reform your [[Prisoner]]s, and it hires external [[Teacher]]s to run some of them.
 
| Education [[Programs]] are used to reform your [[Prisoner]]s, and it hires external [[Teacher]]s to run some of them.
 
| align="center" | $2,000
 
| align="center" | $2,000
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|-
 
|-
  
! style="background: #fff0de;" | <big>'''Legal'''</big>
+
! style="background: #fff0de;" | '''Legal'''
 
| The [[Lawyer]] becomes available once you research Legal. He can unlock the optional content [[Death Row]] and [[Execution]] in you prison, as well as helping with legal issues regarding [[Prisoner]] punishment and malpractice.
 
| The [[Lawyer]] becomes available once you research Legal. He can unlock the optional content [[Death Row]] and [[Execution]] in you prison, as well as helping with legal issues regarding [[Prisoner]] punishment and malpractice.
 
| align="center" | $5,000
 
| align="center" | $5,000
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|-
 
|-
  
! style="background: #f4ceda;" | <big>'''Maintenance'''</big>
+
! style="background: #f4ceda;" | '''Maintenance'''
 
| The [[Foreman]] becomes available once you research Maintenance. However, he doesn't do anything for your prison by himself until after you do more research.
 
| The [[Foreman]] becomes available once you research Maintenance. However, he doesn't do anything for your prison by himself until after you do more research.
 
| align="center" | $500
 
| align="center" | $500
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|-
 
|-
  
! style="background: #ededed;" | <big>'''Finance'''</big>
+
! style="background: #ededed;" | '''Finance'''
 
| The [[Accountant]] becomes available once you research Finance. She tabulates the financial reports of your prison and makes it available to you through the [[Reports]] menu. The Accountant also allows you to hire staff members even if your hourly income is in the negatives. All you need is a positive balance. Finally, the Accountant allows you to Sell and Buy shares of your prison, or ultimately sell your prison. The money you earn from selling your prison can be used to create a new one on a new plot of land.
 
| The [[Accountant]] becomes available once you research Finance. She tabulates the financial reports of your prison and makes it available to you through the [[Reports]] menu. The Accountant also allows you to hire staff members even if your hourly income is in the negatives. All you need is a positive balance. Finally, the Accountant allows you to Sell and Buy shares of your prison, or ultimately sell your prison. The money you earn from selling your prison can be used to create a new one on a new plot of land.
 
| align="center" | $500
 
| align="center" | $500
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|-
 
|-
  
! style="background: #fbfbf0;" | <big>'''Prison Policy'''</big>
+
! style="background: #fbfbf0;" | '''Prison Policy'''
 
| The policy allows you to set what punishments should be given to prisoners who misconduct. Every form of misconduct is included ranging from simple destruction all the way up to serious injury to another person. You can choose to ignore misconduct, or to send prisoners to [[Prisoner#Individual Lockdown|Lockdown]] or [[Solitary]] confinement. Additionally, the policy unlocks the ability to control the quantity and variety of meals that are served to the prisoners during eating times.
 
| The policy allows you to set what punishments should be given to prisoners who misconduct. Every form of misconduct is included ranging from simple destruction all the way up to serious injury to another person. You can choose to ignore misconduct, or to send prisoners to [[Prisoner#Individual Lockdown|Lockdown]] or [[Solitary]] confinement. Additionally, the policy unlocks the ability to control the quantity and variety of meals that are served to the prisoners during eating times.
 
| align="center" | $1,000
 
| align="center" | $1,000
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|-
 
|-
  
! style="background: #F4E5FF;" | <big>'''Micromanagement'''</big>
+
! style="background: #F4E5FF;" | '''Micromanagement'''
 
| Once Micromanagement is researched, it unlocks some advanced features that allow you to have further control of your prison. It allows you to control which Canteens receive food from your Kitchens, and shows you the statistics of every Canteen. The same can be done for your Laundry rooms and cell blocks. It also unlocks the ability to set different patrol times in your Deployment View, and the ability to further refine your Reform Program Scheduling.
 
| Once Micromanagement is researched, it unlocks some advanced features that allow you to have further control of your prison. It allows you to control which Canteens receive food from your Kitchens, and shows you the statistics of every Canteen. The same can be done for your Laundry rooms and cell blocks. It also unlocks the ability to set different patrol times in your Deployment View, and the ability to further refine your Reform Program Scheduling.
 
| align="center" | $1,000
 
| align="center" | $1,000
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|-
 
|-
  
! style="background: #e1ecf4;" | <big>'''Surveillance'''</big>
+
! style="background: #e1ecf4;" | '''Surveillance'''
 
| This upgrade allows you to install [[CCTV Camera]]s and [[CCTV Monitor|Monitors]] in your prison. When active, the cameras remove the [[Fog of War]] similar to the way your [[Guard]]s do. This allows you to have a guard watching multiple areas at one time, without having to hire a lot of guards to do the same thing. It also unlocks the [[Phone Tap]] machine, which can be connected to multiple [[Phone Booth]]s. Once connected, you can monitor the phone calls of prisoners as a pro-active way of finding contraband that is thrown over your perimeter walls. It can also reveal the hidden reputation traits of the prisoner.
 
| This upgrade allows you to install [[CCTV Camera]]s and [[CCTV Monitor|Monitors]] in your prison. When active, the cameras remove the [[Fog of War]] similar to the way your [[Guard]]s do. This allows you to have a guard watching multiple areas at one time, without having to hire a lot of guards to do the same thing. It also unlocks the [[Phone Tap]] machine, which can be connected to multiple [[Phone Booth]]s. Once connected, you can monitor the phone calls of prisoners as a pro-active way of finding contraband that is thrown over your perimeter walls. It can also reveal the hidden reputation traits of the prisoner.
 
| align="center" | $2,000
 
| align="center" | $2,000
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|-
 
|-
  
! style="background: #e1ecf4;" | <big>'''Deployment'''</big>
+
! style="background: #e1ecf4;" | '''Deployment'''
 
| The [[Deployment]] view will allow you to station [[Guards]] in any sector you choose.
 
| The [[Deployment]] view will allow you to station [[Guards]] in any sector you choose.
 
| align="center" | $1,000
 
| align="center" | $1,000
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|-
 
|-
  
! style="background: #e1ecf4;" | <big>'''Intelligence'''</big>
+
! style="background: #e1ecf4;" | '''Intelligence'''
 
| The [[Intelligence]] (formerly [[Contraband]]) view becomes available once you research Intelligence. It allows you to see which [[Rooms]] in your prison hold items that can be stolen by your prisoners and their demand and need for those. Any contraband that is confiscated will show up in the historical view and will show where they were stolen from and when. Additionally, the contraband view can show you active and potential [[Confidential Informant]]s. It will also show you the known reputations of certain prisoners, and prisoners who's lives are at risk. Additionally it shows known [[Gangs]] and their members. Gang member [[Prisoners]] are differentiated with coloured rings for each gang.
 
| The [[Intelligence]] (formerly [[Contraband]]) view becomes available once you research Intelligence. It allows you to see which [[Rooms]] in your prison hold items that can be stolen by your prisoners and their demand and need for those. Any contraband that is confiscated will show up in the historical view and will show where they were stolen from and when. Additionally, the contraband view can show you active and potential [[Confidential Informant]]s. It will also show you the known reputations of certain prisoners, and prisoners who's lives are at risk. Additionally it shows known [[Gangs]] and their members. Gang member [[Prisoners]] are differentiated with coloured rings for each gang.
 
| align="center" | $1,000
 
| align="center" | $1,000
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|-
 
|-
  
! style="background: #e1ecf4;" | <big>'''Patrols'''</big>
+
! style="background: #e1ecf4;" | '''Patrols'''
 
| The [[Deployment]] view will allow you to set [[Patrol]]s for [[Guards]] in any sector you choose.
 
| The [[Deployment]] view will allow you to set [[Patrol]]s for [[Guards]] in any sector you choose.
 
| align="center" | $1,000
 
| align="center" | $1,000
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|-
 
|-
  
! style="background: #e1ecf4;" | <big>'''Dogs'''</big>
+
! style="background: #e1ecf4;" | '''Dogs'''
 
| The [[Dog Handler]] and the [[Guard Dog]] become available once you research Dogs. Additionally, the [[Deployment]] view will allow you to set [[Patrol]]s for [[Dog Handler]]s in any sector you choose. Dogs are very important assets to any prison. They have the ability to sniff out [[Contraband#Narcotics|Smelly Contraband]] such as drugs or cigarettes. They can also place flags on the ground which mark potential [[Escape Tunnel]]s.  
 
| The [[Dog Handler]] and the [[Guard Dog]] become available once you research Dogs. Additionally, the [[Deployment]] view will allow you to set [[Patrol]]s for [[Dog Handler]]s in any sector you choose. Dogs are very important assets to any prison. They have the ability to sniff out [[Contraband#Narcotics|Smelly Contraband]] such as drugs or cigarettes. They can also place flags on the ground which mark potential [[Escape Tunnel]]s.  
 
| align="center" | $1,000
 
| align="center" | $1,000
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|-
 
|-
  
! style="background: #e1ecf4;" | <big>'''Remote Access'''</big>
+
! style="background: #e1ecf4;" | '''Remote Access'''
 
| The Remote Access upgrade allows you to make your prison more automated. The new additions can be found in the [[Utilities]] menu, below the [[Power Station]], the [[Water Pump Station]], and their parts.
 
| The Remote Access upgrade allows you to make your prison more automated. The new additions can be found in the [[Utilities]] menu, below the [[Power Station]], the [[Water Pump Station]], and their parts.
 
| align="center" | $2,000
 
| align="center" | $2,000
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|-
 
|-
  
! style="background: #e1ecf4;" | <big>'''Armoury'''</big>
+
! style="background: #e1ecf4;" | '''Armoury'''
 
| The [[Armed Guard]] becomes available once you research Armoury. Additionally, the [[Deployment]] view will allow you to set [[Patrol]]s for [[Armed Guard]]s in any sector you choose. Armed Guards are trained to use [[Shotgun]]s and to intimidate your prisoners. However, each Armed Guard needs their own [[Guard Locker]]. If not enough lockers exist, you won't be able to hire any more.
 
| The [[Armed Guard]] becomes available once you research Armoury. Additionally, the [[Deployment]] view will allow you to set [[Patrol]]s for [[Armed Guard]]s in any sector you choose. Armed Guards are trained to use [[Shotgun]]s and to intimidate your prisoners. However, each Armed Guard needs their own [[Guard Locker]]. If not enough lockers exist, you won't be able to hire any more.
 
| align="center" | $2,000
 
| align="center" | $2,000
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|-
 
|-
  
! style="background: #e1ecf4;" | <big>'''Tazers'''</big>
+
! style="background: #e1ecf4;" | '''Tazers'''
 
| The Tazers upgrade allows your [[Armed Guard]]s to carry tazers for self-defense. The tazers are a single shot weapon that instantly subdues violent prisoners. It takes one in-game hour for the tazers to recharge. Your armed guards must visit the [[Armoury]] to equip themselves with a tazer, and it will cost you money for each tazer that is taken.
 
| The Tazers upgrade allows your [[Armed Guard]]s to carry tazers for self-defense. The tazers are a single shot weapon that instantly subdues violent prisoners. It takes one in-game hour for the tazers to recharge. Your armed guards must visit the [[Armoury]] to equip themselves with a tazer, and it will cost you money for each tazer that is taken.
 
| align="center" | $1,000 <br> + <br> $400 per Tazer
 
| align="center" | $1,000 <br> + <br> $400 per Tazer
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|-
 
|-
  
! style="background: #e1ecf4;" | <big>'''Tazer Rollout'''</big>
+
! style="background: #e1ecf4;" | '''Tazer Rollout'''
 
| The Tazer Rollout upgrade allows your [[Guard]]s to carry tazers for self-defense. However, your guards must pass the [[Programs|Guard Tazer Certification Program]] before they are able to use one. Afterwards, your guards must visit the [[Armoury]] to equip themselves with a tazer, and it will cost you money for each tazer that is taken.
 
| The Tazer Rollout upgrade allows your [[Guard]]s to carry tazers for self-defense. However, your guards must pass the [[Programs|Guard Tazer Certification Program]] before they are able to use one. Afterwards, your guards must visit the [[Armoury]] to equip themselves with a tazer, and it will cost you money for each tazer that is taken.
  
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|-
 
|-
  
! style="background: #e1ecf4;" | <big>'''Body Armour'''</big>
+
! style="background: #e1ecf4;" | '''Body Armour'''
 
| The Body Armour upgrade allows your [[Guard]]s, [[Armed Guard]]s, and [[Dog Handler]]s to equip stab vests for self-defense. The stab vest reduces the amount of damage taken to the wearer by 50%. However, the weight of the vest will reduce the movement speed of the wearer by 30%. Your guards, armed guards, and dog handlers must visit the [[Armoury]] to equip themselves with a stab vest, and it will cost you money for each vest that is taken.
 
| The Body Armour upgrade allows your [[Guard]]s, [[Armed Guard]]s, and [[Dog Handler]]s to equip stab vests for self-defense. The stab vest reduces the amount of damage taken to the wearer by 50%. However, the weight of the vest will reduce the movement speed of the wearer by 30%. Your guards, armed guards, and dog handlers must visit the [[Armoury]] to equip themselves with a stab vest, and it will cost you money for each vest that is taken.
 
| align="center" | $1,000 <br> + <br> $100 per Vest
 
| align="center" | $1,000 <br> + <br> $100 per Vest
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|-
 
|-
  
! style="background: #e1ecf4;" | <big>'''Guard Towers'''</big>
+
! style="background: #e1ecf4;" | '''Guard Towers'''
 
| Unlocks Guard Towers and Snipers, allowing you to have highly trained marksmen keeping an eye on the outdoor areas of your prison. Snipers will need to visit an armoury to collect a rifle, otherwise they will be unarmed.
 
| Unlocks Guard Towers and Snipers, allowing you to have highly trained marksmen keeping an eye on the outdoor areas of your prison. Snipers will need to visit an armoury to collect a rifle, otherwise they will be unarmed.
 
| align="center" | $5,000
 
| align="center" | $5,000
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|-
 
|-
  
! style="background: #fff0de;" | <big>'''Small Cells'''</big>
+
! style="background: #fff0de;" | '''Small Cells'''
 
| Removes the minimum size requirements for [[cell]]s (2 x 3 without this research).
 
| Removes the minimum size requirements for [[cell]]s (2 x 3 without this research).
 
| align="center" | $10,000
 
| align="center" | $10,000
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|-
 
|-
  
! style="background: #fff0de;" | <big>'''Permanent Punishments'''</big>
+
! style="background: #fff0de;" | '''Permanent Punishments'''
 
| Sometimes being in Prison just isn't locked away enough. Your lawyer can file the necessary papers to let you confine prisoners to a cell, permanently.  
 
| Sometimes being in Prison just isn't locked away enough. Your lawyer can file the necessary papers to let you confine prisoners to a cell, permanently.  
 
| align="center" | $5,000
 
| align="center" | $5,000
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|-
 
|-
  
! style="background: #fff0de;" | <big>'''Death Row'''</big>
+
! style="background: #fff0de;" | '''Death Row'''
 
| Unlocks [[Execution]]s
 
| Unlocks [[Execution]]s
 
| align="center" | $10,000
 
| align="center" | $10,000
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|-
 
|-
  
! style="background: #fff0de;" | <big>'''Reduce Execution Liability'''</big>
+
! style="background: #fff0de;" | '''Reduce Execution Liability'''
 
| Your lawyer lobbies for a reduction in the required strength of the conviction before death row proceedings can be properly started. Essentially lowers the number of appeals a prisoner gets before you can schedule their execution without liability.
 
| Your lawyer lobbies for a reduction in the required strength of the conviction before death row proceedings can be properly started. Essentially lowers the number of appeals a prisoner gets before you can schedule their execution without liability.
 
| align="center" | $10,000
 
| align="center" | $10,000
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|-
 
|-
  
! style="background: #fff0de;" | <big>'''Legal Prep'''</big>
+
! style="background: #fff0de;" | '''Legal Prep'''
 
| Preparation paperwork for the Legal Defense research
 
| Preparation paperwork for the Legal Defense research
 
| align="center" | $50,000
 
| align="center" | $50,000
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|-
 
|-
  
! style="background: #fff0de;" | <big>'''Legal Defense'''</big>
+
! style="background: #fff0de;" | '''Legal Defense'''
 
| You're in a bad situation - something went terribly wrong and you've been put on notice. If it looks like you aren't going to be able to manage the situation, your lawyer can help get you off the hook. Completing this research will remove any current warnings that might otherwise result in you being fired.
 
| You're in a bad situation - something went terribly wrong and you've been put on notice. If it looks like you aren't going to be able to manage the situation, your lawyer can help get you off the hook. Completing this research will remove any current warnings that might otherwise result in you being fired.
 
| align="center" | $50,000
 
| align="center" | $50,000
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|-
 
|-
  
! style="background: #f4ceda;" | <big>'''Prison Labour'''</big>
+
! style="background: #f4ceda;" | '''Prison Labour'''
 
| The Prison Labour upgrade allows you to set jobs for your prisoners. In the [[Logistics]] view, you can now click on the Prison Labour button and assign prisoners to work in the [[Kitchen]], the [[Cleaning Cupboard]], the [[Laundry]], and the [[Workshop]]. Doing this allows you to save money on staff wages, and can teach your prisoners valuable skills which can lower the re-offending rate of your prison.
 
| The Prison Labour upgrade allows you to set jobs for your prisoners. In the [[Logistics]] view, you can now click on the Prison Labour button and assign prisoners to work in the [[Kitchen]], the [[Cleaning Cupboard]], the [[Laundry]], and the [[Workshop]]. Doing this allows you to save money on staff wages, and can teach your prisoners valuable skills which can lower the re-offending rate of your prison.
 
| align="center" | $1,000
 
| align="center" | $1,000
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|-
 
|-
  
! style="background: #f4ceda;" | <big>'''Cleaning'''</big>
+
! style="background: #f4ceda;" | '''Cleaning'''
 
| The [[Janitor]] becomes available once you research Cleaning. The janitors are in charge of cleaning the floors inside of your foundations. They will also work in the [[Laundry]] room.
 
| The [[Janitor]] becomes available once you research Cleaning. The janitors are in charge of cleaning the floors inside of your foundations. They will also work in the [[Laundry]] room.
 
| align="center" | $2,000
 
| align="center" | $2,000
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|-
 
|-
  
! style="background: #f4ceda;" | <big>'''Grounds Keeping'''</big>
+
! style="background: #f4ceda;" | '''Grounds Keeping'''
 
| The [[Gardener]] becomes available once you research Grounds Keeping. The gardeners are in charge of cleaning the floors outside of your foundations. They will also work in the [[Forestry]] zone.
 
| The [[Gardener]] becomes available once you research Grounds Keeping. The gardeners are in charge of cleaning the floors outside of your foundations. They will also work in the [[Forestry]] zone.
 
| align="center" | $2,000
 
| align="center" | $2,000
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|-
 
|-
  
! style="background: #ededed;" | <big>'''Tax Relief'''</big>
+
! style="background: #ededed;" | '''Tax Relief'''
 
| The Tax Relief upgrade simply reduces the amount of money you need to pay for taxes.
 
| The Tax Relief upgrade simply reduces the amount of money you need to pay for taxes.
 
| align="center" | $10,000
 
| align="center" | $10,000
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|-
 
|-
  
! style="background: #ededed;" | <big>'''Offshore Tax Haven'''</big>
+
! style="background: #ededed;" | '''Offshore Tax Haven'''
 
| The Offshore Tax Haven upgrade simply reduces the amount of money you need to pay for taxes.
 
| The Offshore Tax Haven upgrade simply reduces the amount of money you need to pay for taxes.
 
| align="center" | $50,000
 
| align="center" | $50,000
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|-
 
|-
  
! style="background: #ededed;" | <big>'''Bank Loan'''</big>
+
! style="background: #ededed;" | '''Bank Loan'''
 
| The Bank Loan upgrade allows you to take out loans in exchange for an hourly payment of interest. Paying back your loans improves your credit and allows you to take out larger loans in the future.
 
| The Bank Loan upgrade allows you to take out loans in exchange for an hourly payment of interest. Paying back your loans improves your credit and allows you to take out larger loans in the future.
 
| align="center" | $500
 
| align="center" | $500
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|-
 
|-
  
! style="background: #ededed;" | <big>'''Extra Grant'''</big>
+
! style="background: #ededed;" | '''Extra Grant'''
 
| The Extra grant upgrade simply allows you to accept a third grant instead of two.
 
| The Extra grant upgrade simply allows you to accept a third grant instead of two.
 
| align="center" | $500
 
| align="center" | $500
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|-
 
|-
  
! style="background: #ededed;" | <big>'''Land Expansion'''</big>
+
! style="background: #ededed;" | '''Land Expansion'''
 
| The Land Expansion upgrade simply allows you to expand your land to the North, South, East, and West. You can do so as many times as you want. Once researched, red buttons will appear on the outskirts of your land. Clicking on them will show a confirmation message, and the cost to expand.
 
| The Land Expansion upgrade simply allows you to expand your land to the North, South, East, and West. You can do so as many times as you want. Once researched, red buttons will appear on the outskirts of your land. Clicking on them will show a confirmation message, and the cost to expand.
 
| align="center" | $1,000
 
| align="center" | $1,000

Revision as of 15:14, 15 May 2019

Bureaucracy a34.png

Bureaucracy

Gameplay

Description:

In the Bureaucracy screen, you can assign your administrators to unlock new items, staff types, and facilities.

Other Information:

  • None provided


User Interface View with shown tooltip

Bureaucracy is the underlying system of administration that governs your prison. Unlocked by a Warden, it costs money to do research, and it can take some time for research to complete. Any hired Administrators require their own functional Office room.


Warden Main Tree

The main tree is only accessible once the player hires a Warden. Clicking on the bureaucracy button on the Top-Left-Menu-Bar will open the main tree. From there, you can begin researching the many upgrades available for your prison. Take note, each administrator requires their own Office room before they begin researching upgrades.

Below are the different upgrades and sub-trees available in-game.

Note: Research times are based on in-game time, not real time.

Bureaucracy is logically divided into 7 sub-sections, researched by the Warden. The Warden also researches two additional upgrades, which are shown in the second table.

Research Name Description Cost Time To Unlock Unlocks Prerequisite(s)
Security The Chief becomes available once you research Security, and is in charge of your prison's security forces. Once you hire the Chief, you will have access to the prison Danger level on the Top Info Bar. Additionally, the Chief gives you access to the Deployment screen. This allows you to mark certain sectors as Staff Only, Shared, Unlocked, etc. $500 6 Hours
Psychology The Psychologist becomes available once you research Psychology. He allows you to see the Needs of all your prisoners in the Reports menu. You are also able to see the individual needs of a single prisoner by hovering your mouse over them, which brings up a tool-tip. $500 6 Hours
Health The Doctor becomes available once you research Health. The doctors heal injured prisoners and staff members when in close proximity. They can also cure prisoners who overdose on Drugs. Additionally, they can run the Pharmacological Treatment of Drug Addition Program on prisoners who need it. $500 6 Hours
Education Education Programs are used to reform your Prisoners, and it hires external Teachers to run some of them. $2,000 12 Hours
Legal The Lawyer becomes available once you research Legal. He can unlock the optional content Death Row and Execution in you prison, as well as helping with legal issues regarding Prisoner punishment and malpractice. $5,000 12 Hours
Maintenance The Foreman becomes available once you research Maintenance. However, he doesn't do anything for your prison by himself until after you do more research. $500 6 Hours
Finance The Accountant becomes available once you research Finance. She tabulates the financial reports of your prison and makes it available to you through the Reports menu. The Accountant also allows you to hire staff members even if your hourly income is in the negatives. All you need is a positive balance. Finally, the Accountant allows you to Sell and Buy shares of your prison, or ultimately sell your prison. The money you earn from selling your prison can be used to create a new one on a new plot of land. $500 6 Hours
Research Name Description Cost Time To Unlock Unlocks Prerequisite(s)
Prison Policy The policy allows you to set what punishments should be given to prisoners who misconduct. Every form of misconduct is included ranging from simple destruction all the way up to serious injury to another person. You can choose to ignore misconduct, or to send prisoners to Lockdown or Solitary confinement. Additionally, the policy unlocks the ability to control the quantity and variety of meals that are served to the prisoners during eating times. $1,000 6 Hours
Micromanagement Once Micromanagement is researched, it unlocks some advanced features that allow you to have further control of your prison. It allows you to control which Canteens receive food from your Kitchens, and shows you the statistics of every Canteen. The same can be done for your Laundry rooms and cell blocks. It also unlocks the ability to set different patrol times in your Deployment View, and the ability to further refine your Reform Program Scheduling. $1,000 6 Hours
  • Deployment Scheduler
  • Reform Program Scheduler
  • Canteen Logistics
  • Laundry Logistics

Security Sub-tree

Unlocking the security upgrade allows you to do further research on things like Patrol routes, Guard Dogs, Tazers, and more.

Research Name Description Cost Time To Unlock Unlocks Prerequisite(s)
Surveillance This upgrade allows you to install CCTV Cameras and Monitors in your prison. When active, the cameras remove the Fog of War similar to the way your Guards do. This allows you to have a guard watching multiple areas at one time, without having to hire a lot of guards to do the same thing. It also unlocks the Phone Tap machine, which can be connected to multiple Phone Booths. Once connected, you can monitor the phone calls of prisoners as a pro-active way of finding contraband that is thrown over your perimeter walls. It can also reveal the hidden reputation traits of the prisoner. $2,000 6 Hours
Deployment The Deployment view will allow you to station Guards in any sector you choose. $1,000 6 Hours
Intelligence The Intelligence (formerly Contraband) view becomes available once you research Intelligence. It allows you to see which Rooms in your prison hold items that can be stolen by your prisoners and their demand and need for those. Any contraband that is confiscated will show up in the historical view and will show where they were stolen from and when. Additionally, the contraband view can show you active and potential Confidential Informants. It will also show you the known reputations of certain prisoners, and prisoners who's lives are at risk. Additionally it shows known Gangs and their members. Gang member Prisoners are differentiated with coloured rings for each gang. $1,000 6 Hours
Patrols The Deployment view will allow you to set Patrols for Guards in any sector you choose. $1,000 6 Hours
Dogs The Dog Handler and the Guard Dog become available once you research Dogs. Additionally, the Deployment view will allow you to set Patrols for Dog Handlers in any sector you choose. Dogs are very important assets to any prison. They have the ability to sniff out Smelly Contraband such as drugs or cigarettes. They can also place flags on the ground which mark potential Escape Tunnels. $1,000 6 Hours
Remote Access The Remote Access upgrade allows you to make your prison more automated. The new additions can be found in the Utilities menu, below the Power Station, the Water Pump Station, and their parts. $2,000 6 Hours
Armoury The Armed Guard becomes available once you research Armoury. Additionally, the Deployment view will allow you to set Patrols for Armed Guards in any sector you choose. Armed Guards are trained to use Shotguns and to intimidate your prisoners. However, each Armed Guard needs their own Guard Locker. If not enough lockers exist, you won't be able to hire any more. $2,000 12 Hours
Tazers The Tazers upgrade allows your Armed Guards to carry tazers for self-defense. The tazers are a single shot weapon that instantly subdues violent prisoners. It takes one in-game hour for the tazers to recharge. Your armed guards must visit the Armoury to equip themselves with a tazer, and it will cost you money for each tazer that is taken. $1,000
+
$400 per Tazer
6 Hours
Tazer Rollout The Tazer Rollout upgrade allows your Guards to carry tazers for self-defense. However, your guards must pass the Guard Tazer Certification Program before they are able to use one. Afterwards, your guards must visit the Armoury to equip themselves with a tazer, and it will cost you money for each tazer that is taken.

Guards who miss the beginning of the course are likely to fail the program.

$5,000
+
$400 per Tazer
12 Hours
  • Chief
  • Security
  • Armoury
  • Tazers
Body Armour The Body Armour upgrade allows your Guards, Armed Guards, and Dog Handlers to equip stab vests for self-defense. The stab vest reduces the amount of damage taken to the wearer by 50%. However, the weight of the vest will reduce the movement speed of the wearer by 30%. Your guards, armed guards, and dog handlers must visit the Armoury to equip themselves with a stab vest, and it will cost you money for each vest that is taken. $1,000
+
$100 per Vest
6 Hours
Guard Towers Unlocks Guard Towers and Snipers, allowing you to have highly trained marksmen keeping an eye on the outdoor areas of your prison. Snipers will need to visit an armoury to collect a rifle, otherwise they will be unarmed. $5,000 18 Hours

Legal Sub-tree

Unlocking the legal upgrade allows you to do further research on some evil things.

Research Name Description Cost Time To Unlock Unlocks Prerequisite(s)
Small Cells Removes the minimum size requirements for cells (2 x 3 without this research). $10,000 24 hours
  • Cells now don't have a minimum size any more
Permanent Punishments Sometimes being in Prison just isn't locked away enough. Your lawyer can file the necessary papers to let you confine prisoners to a cell, permanently. $5,000 24 hours
  • Indeterminate punishments available
Death Row Unlocks Executions $10,000 24 hours
Reduce Execution Liability Your lawyer lobbies for a reduction in the required strength of the conviction before death row proceedings can be properly started. Essentially lowers the number of appeals a prisoner gets before you can schedule their execution without liability. $10,000 72 hours
  • Allowed Chance of Clemency upon execution increased to 10%.
Legal Prep Preparation paperwork for the Legal Defense research $50,000 72 hours
  • Legal Defense
Legal Defense You're in a bad situation - something went terribly wrong and you've been put on notice. If it looks like you aren't going to be able to manage the situation, your lawyer can help get you off the hook. Completing this research will remove any current warnings that might otherwise result in you being fired. $50,000 3 hours

Maintenance Sub-tree

Unlocking the maintenance upgrade allows you to do further research on things like Labour Programs in places like the Workshop, the ability to hire Janitors or Gardeners and more.

Research Name Description Cost Time To Unlock Unlocks Prerequisite(s)
Prison Labour The Prison Labour upgrade allows you to set jobs for your prisoners. In the Logistics view, you can now click on the Prison Labour button and assign prisoners to work in the Kitchen, the Cleaning Cupboard, the Laundry, and the Workshop. Doing this allows you to save money on staff wages, and can teach your prisoners valuable skills which can lower the re-offending rate of your prison. $1,000 6 Hours
Cleaning The Janitor becomes available once you research Cleaning. The janitors are in charge of cleaning the floors inside of your foundations. They will also work in the Laundry room. $2,000 6 Hours
Grounds Keeping The Gardener becomes available once you research Grounds Keeping. The gardeners are in charge of cleaning the floors outside of your foundations. They will also work in the Forestry zone. $2,000 6 Hours

Before Version 1.4, cloning had to be researched under maintenance. It's now always available and have been moved under Quick Build.

Finance Sub-tree

Unlocking the finance upgrade allows you to do further research on things like the ability to take out a loan, raising the limit on how many active grants you can have, paying less taxes, and more.

Research Name Description Cost Time To Unlock Unlocks Prerequisite(s)
Tax Relief The Tax Relief upgrade simply reduces the amount of money you need to pay for taxes. $10,000 2 Days
  • Taxes Reduced to 15%
Offshore Tax Haven The Offshore Tax Haven upgrade simply reduces the amount of money you need to pay for taxes. $50,000 2 Days
  • Taxes Reduced to 1%
Bank Loan The Bank Loan upgrade allows you to take out loans in exchange for an hourly payment of interest. Paying back your loans improves your credit and allows you to take out larger loans in the future. $500 12 Hours
  • Can Take Loans from Grants in the Reports
Extra Grant The Extra grant upgrade simply allows you to accept a third grant instead of two. $500 6 Hours
Land Expansion The Land Expansion upgrade simply allows you to expand your land to the North, South, East, and West. You can do so as many times as you want. Once researched, red buttons will appear on the outskirts of your land. Clicking on them will show a confirmation message, and the cost to expand. $1,000 12 Hours
  • Can Expand Land in Any Direction