
Important Notes
"content": "## Important Notes
Before you dive deep into Prison Architect, there are critical lessons learned by thousands of inmates—er, players. This section covers the most common pitfalls, irreversible mistakes, and practical wisdom that can save you hours of frustration and prevent a prison riot on your hard drive.
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#### 1. Starting Without a Plan
Introduction
Before you dive deep into Prison Architect, there are critical lessons learned by thousands of inmates—er, players. This section covers the most common pitfalls, irreversible mistakes, and practical wisdom that can save you hours of frustration and prevent a prison riot on your hard drive.
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Common Pitfalls and Deadly Mistakes
#### 1. Starting Without a Plan
- The Trap: Jumping straight into building cells and hiring staff without zoning or utilities.
- The Fix: Pause immediately on Day 1. Lay out your entire prison zone-by-zone: cell blocks, canteen, kitchen, yard, common room, laundry, solitary, delivery area, and staff only areas. Plan pipe and power routes. Mortar and bricks are cheap; tearing down walls is expensive.
- Why it matters: Unplanned prisons become tangled mazes that cause long travel times, contraband flow, and impossible expansions. You cannot easily move water pumps or power stations later without demolishing rooms.
- The Trap: Building rooms without water pipes or power cables, then wondering why sinks, toilets, and cookers don’t work.
- The Fix: Always lay water pipes under floors before placing room tiles. Connect power cables to generators and then to room power junctions. Use the Utilities overlay (U key) before building.
- Irreversible? Pipes and cables can be dug up and re-routed, but it destroys existing floor tiles and requires re-plastering or flooring materials. This wastes money and time.
- The Trap: Accepting the new prisoner intake grants before building enough cells, canteen space, and toilets.
- The Fix: Turn off “Continuous intake” in the Reports menu – Reports → Intake → uncheck “Continuous intake”. Manually schedule small batches (e.g., 5-10 prisoners) only after you have built at least 1.5x their required capacity. Keep a buffer of empty cells.
- Why: Overcrowding causes instant needs unmet – leading to fights, tunnels, and escape attempts. The game punishes you with riot meter spikes and reputation loss.
- The Trap: Hiring too many or too few staff early on, especially guards.
- The Fix: One guard per ~10 prisoners is a bare minimum. For maximum security, aim for 1 guard per 5 prisoners. Hire cooks first (one per ~15 prisoners), then janitors (one per 20 prisoners). Never hire a psychologist until you have rehabilitative programs running; early freespace benefits are minimal.
- Pitfall: Janitors are cheap but essential – without them, cleaning tasks fall to prisoners, causing anger. Guards are expensive but crucial for suppression.
- The Trap: Choosing a map with limited space or weird terrain.
- Reality: You cannot expand the map boundary after selecting it. The game’s “Land Expansion” DLC adds purchasable land plots, but base game maps are fixed. Once you build, you are stuck with that size.
- Advice: Start with a medium-to-large map (e.g., “Sandbox – Large” in new game). Small maps become unmanageable quickly.
- The Trap: Blocking the main road (the strip where delivery trucks and buses arrive).
- Consequence: If you place an object (wall, fence, etc.) on the road tiles, deliveries and prisoner intake are blocked. The game will not warn you until nothing works. The road is the only entrance – you cannot move it.
- Solution: Leave a 3-4 tile gap between prison walls and the road edge. Build a road gate only when you have the logistics menu unlocked.
- The Trap: Deleting a staff room after assigning a warden, chief, or foreman to it.
- Consequence: That specific staff member is permanently displaced and you cannot reassign them to a new room. You must fire and re-hire them (costs money and reputation).
- Workaround: Never delete a staff room unless you are ready to fire that staff member. Use “Move” tool (M key) to relocate the room instead.
- The Trap: Not unlocking programs in the Bureaucracy tree before prisoners with high recidivism arrive.
- Consequence: Some programs (e.g., Basic Education, Cooking) require a qualified teacher – which you must train via the staff training center. If you delay, prisoners will accumulate negative traits that require long-term sessions.
- Advice: Research “Prisoner Programs” early in Bureaucracy. Unlock “Programs” tab to see all available. Start with “Foundation Education” and “Workplace Safety” – they reduce reoffending quickly.
- The Trap: Installing mods mid-save can corrupt the save file, especially if they add rooms or objects.
- Consequence: Mods that introduce new items (like special doors or furniture) cannot be removed without losing those items from the save.
- Advice: Decide on mods before starting a prison. If you want to try a mod, start a fresh test save. Back up your main save first.
- Why: Prisoners’ needs (food, sleep, freedom, family) start to degrade seriously if you haven’t built at least a canteen, cell, yard, and common room.
- How to survive: Before accepting any prisoners, build a canteen with benches and serving tables, a kitchen with cookers and fridges, a yard with weight benches and phones, and cells with toilet, bed, sink, and a door (not just a wall gap).
- Emergency: If riots break out, deploy all guards manually (right-click the riot icon), order “Lockdown” from the Prison Policy menu, and deploy armed guards (if you have them) to suppress fast.
- Why: Once you upgrade to “Medium Security” prisoners, their needs are higher and compliance lower. They bring in contraband more often.
- How to manage: Install metal detectors at every entrance to canteen and cell block. Build a solitary confinement wing (for punishment). Use the Cell Block schedule to separate Max Sec from others.
- Pitfall: If you accept medium security too early without proper zoning, they will attack guards and start tunnels.
- Why: The physics and AI bog down. Cooks cannot feed everyone, guards cannot patrol all areas, and incidents multiply.
- Optimization: Use “Deployment” to create staff-only corridors. Use “Logistics” to assign specific kitchens to specific canteens. Use “Zone” to restrict low-security prisoners to separate wings. Build multiple smaller cell blocks rather than one giant one.
- Performance: Turn off prisoner needs display (Options → Game → Prisoner Needs) to improve FPS.
- The Trap: Building too many workshop tools (saws, presses) before you have enough prisoners assigned to work programs.
- Consequence: Wasted money and space. Each workshop requires a qualified prisoner to operate – you need a workshop safety program first.
- Advice: Start with one workshop table and one press. Assign only 5-10 prisoners to workshops per table. Expand only when you see a backlog of prisoners waiting for jobs.
- The Trap: Hiring 50 guards for 50 prisoners, all on patrol routes.
- Consequence: Guards waste time walking, and their need for food/sleep is hard to manage. They also cost $200/day each.
- Smart Staffing: Use prisons policy “Patrol route – none” for general areas; only assign patrols to high-risk zones (roads near armory, workshop, solitary). Use “Deployment” to assign guards to specific patrol sectors – they will stand still and watch. Static guards are more effective.
- The Trap: Trying to eliminate all contraband manually by searching every prisoner.
- Consequence: Endless clicking and high tension. Prisoners become more aggressive when searched repeatedly.
- Solution: Use metal detectors + dog patrols. Dogs can sniff out drugs and tunnels. Set a policy: “Shakedown” once per in-game week. Use “Intelligence” tab to see which prisoners are suspicious.
- Steam Workshop: Always read mod descriptions. Some mods are broken after updates. Never subscribe to mods that alter core gameplay if you want to keep achievements.
- Anti-Cheat: No built-in anti-cheat. If you use mods that give unlimited funds, you will not get achievements for that prison.
- Community: Be respectful in forums. Asking “How do I stop riots?” is fine; demanding others build your prison for you is not.
- Save Sharing: If you share saves, ensure the recipient has the same mods and DLC installed.
#### 2. Ignoring Utilities Until Too Late
#### 3. Overcrowding From Day 1
#### 4. Staffing Blindly
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Irreversible Choices and Missable Content
#### 1. Map Layout Permanency
#### 2. Building on Top of Roads
#### 3. Deletion of Staff Rooms
#### 4. Rehabilitative Program Missables
#### 5. DLC and Mod Content
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Difficulty Spikes
#### 1. The First Riot (Around Day 10-20)
#### 2. Second Intake Flood (Around Day 30-50)
#### 3. Late-Game Prisoner Count Overwhelm (100+ inmates)
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Grinding Traps
#### 1. Overbuilding Workshops
#### 2. Too Many Guards Patrolling
#### 3. Grinding Exterminators
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Online Etiquette (Multiplayer / Workshop)
Note: Prison Architect does not have official multiplayer; however: