Sector grading

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Gameplay
Placeholder.png Sector Grading

Description:

Security Sectors are graded on facility quality and inmate privileges, on a scale from 0-250

Other Information:

Cleared for Transfer DLC

Description

All Sectors and are graded on the quality of accessible facilities and inmate privileges as set via Regime or Policy, on a scale from 0 to 250 (shown in Logistics -> Min/Med/Max/SuperMax Sec Grading). In the Cleared for Transfer DLC, prisoners will consider the sector grading during the decision tree for applying to a lower security sector.

Since good behavior is required to meet the criteria for moving to a lower security sector, it is recommended that higher security sectors are built with an increasingly lower grading. Minimum security should have the highest security grade with each increasing security sector decreasing with SuperMax having the lowest grading. This doesn't mean needs should be ignored, simply that the quality of the facilities can be lower.

Note that the security grading of the Protective Custody and Death Row Sectors has no functional value since these prisoners are not eligible for transfer.

Grading Criteria

The following inmate privileges contribute to the sector grading.

  • (+20) Access to Visitation
  • (+10) Mail delivery. This is a global modifier since a single Mail Room will provide access to the entire prison with mail. There is no way to restrict mail delivery to a sector since guards will deliver mail to whatever areas prisoners cannot.
  • (+10) Work access (via Prison Labour)
  • (+15) Education / Programs Access
  • (+20) 2 or more meals a day
  • (+5) Ample free time (20%). At least 5 hours of the day must be set to Free Time or Work/Free Time in Regime
  • (+10) Extra free time (30%). At least 8 hours of the day must be set to Free Time or Work/Free Time in Regime. This stacks with Ample Free Time 20%, so having 8 hours of free time provides a total bonus of (+15).
  • (+15) Yard access
  • (+10) Gym access
  • (+10) Shop access
  • (+10) Common Room access
  • (+10) Hot showers (only applies when temperature is activated in menu options)
  • (+10) 10 hours or more of sleep

The following facilities are considered in a sector's grade: Yard, Common Room, Canteen, Classroom, Gymnasium, Cell, Dormitory. The quality measure for a particular facility is the average quality (rounded down) of all of that type of facility accessible to the security sector. For example, consider 3 common rooms that are graded at 9, 6, and 8 all of which are accessible to MinSec. The sector grading for MinSec common room quality would be 7 (average of the 3 rounded down). A quality tier will also be shown for each facility (Very Low, Low, Average, High, Very High, Supreme), however at this time this appears to be a purely cosmetic feature and only the overall grade score of the sector influences a prisoner's decision to apply for a transfer to a lower sector.

The following conditions will reduce the sector grading.

  • (-10/-20) High risk (death and injuries). This applies to prisoners for the given sector. It does not matter which the zone the event occurred in, only if the prisoner injured/killed was of the given zone. The threshold for -10 vs -20 appears to be 10 or less injuries/deaths in 24 hours. That is to say any injury or death will trigger the -10 grade and only after 10 or more injures or deaths will the grade be decreased by another 10 (to -20).

Strategy

When trying to increase a sector grading, the strategy is fairly straightforward. Simply improve existing facilities or build ones that are lacking.

If, however, the goal is to encourage good behavior by making transfers to lower security more tempting, a more nuanced approach is required. In this scenario, higher security sectors will need to be designed with lower quality facilities. This creates a conundrum since the prisoners in higher quality sectors are more likely to become aggressive when denied Needs. Thus a good strategy is to provide the appropriate equipment to these prisoners without providing the appropriate facilities.

For example, when discussing a possibly strategy for a MaxSec wing, a standard 2x3 Cell will accommodate a Bed, Toilet, Weights Bench, Radio. This provides an overall cell grading of 2 (very low) while satisfying both the exercise and entertainment needs without building a Yard or high-rated Common Room. Note that a Common Room should still be built, but should only include Chairs to allow for the Alcoholics Group Therapy Program. Since the common room has no equipment, it will receive and very low grading.

Despite providing a +10 grade increase to the sector, work access should always be allocated (for Cleaning Cupboard and Laundry) since this reduces the cost overhead of hiring extra Janitors.

A Phone Booth will fulfill the Family Need without having to build visitation. When aiming to keep a sector grading low, the Phone Booth should be placed in a Yard (if one is provided) or just randomly in hallways or Canteens. When placed in a Cell or in a Common Room, it will increase the grade.

SuperMax tends to be the real challenge. There are several common approaches to designing SuperMax. A SuperMax wing that doesn't require Freefire from Armed Guards or permanent lockdown, but also doesn't have prisoners regularly killing your Guards, is one of the hardest challenges in the game. Since sector design is outside the scope of sector grading, it will be ignored here. A good strategy for sector grading is to ensure the MaxSec is not a bare bones almost 0-grade sector so that SuperMax has an incentive to transfer down. If MinSec is a 220-250 sector, MedSec might be 150-170, MaxSec 90-120, and SuperMax can be designed to be a 40-60.

Be careful with gang leaders when transfer down from Super Max is enabled! Once a gang leader enters your lower security sectors and has access to more potential recruits, Gangs may start to spiral out of control.