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     _______________________________    ___________________________________
    |  _____________________________|==|_________________________________  |  | | |
    | |  _   _____________________   ::                                  | |  |   |
    | | (_) | 01 INTRODUCTION     |  ::   _________________________   _  | |  | | |
    | |  _  | 02 MAIN MENU        |  ::  | 08 PRISON RUNNING MENU  | |_  | |  |   |
    | | (_) | 03 GAME PREFERENCES |  ::  |__  08a Bureaucracy      | |_  | |  | | |
    | |  _  | 04 CONSOLE DLC      [::::     | 08b Prisoners        | |_  | |  |   |
    | | (_) |    04a All Day...   |  ::   o | 08c Staff            | |_  | |  | | |
    | |  _  |    04b Psych Ward   |  ::   o | 08d Hire Staff       | |_  | |  |   |
    | | (_) | 05 INTERFACE        |  ::     | 08e Security Sectors |     | |  | | |
    | |      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯   :::::::] 08f Patrol Routes    [:::  | |  |   |
    | |   ________________________   ::     | 08g Guard Deployment | ::  | |  | | |
    | |  | 06 CONSTRUCTION MENU   |  ::   o | 08h Logistics        | ::  | |  |   |
    | |  |__  06a Structure       [::::   o | 08i Contraband       | ::  | |  | | |
    | |  _  | 06b Walls & Doors   |  ::   __| 08j Informants       | ::  | |  |   |
    | | |"| | 06c Flooring        |  ::  |    08k Prison Gangs     | ::  | |  | | |
    | | |_| | 06d Rooms           |  ::  | 09 EMERGENCIES MENU     | ::  |_|  |   |
    | |  _  | 06e Objects         |  ::   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  ::   |   | | |
    | | |"| | 06f Utilities       |  :::::::::::::::::::::::::::::::::::::|:::|   |
    | | |_| | 06g Surveillance    |  ::   _________________________       |   | | |
    | |  _  | 06h Automatic Doors |  ::  | 10 RIOTS                |     |¯|  |   |
    | | |"| | 06i Wiring          |  ::::] 11 EXECUTIONS           |     | |  | | |
    | | |_| | 06j Clone Tool      |  ::  | 12 ESCAPE TUNNELS      o|=====| |o |   |
    | |  _  | 06k Planning        |  ::   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯      | |  | | |
    | | |"| | 06l Demolition      [::::   _________________________      | |  |   |
    | | |_| | 06m Quick Rooms     |  ::  | 13 PRISON STORIES       |     | |  | | |
    | |      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯   ::::] 14 ESCAPE MODE          |__   | |  |   |
    | |        ___________________   ::  | 15 SNAPSHOTS               |  | |  | | |
    | | [] [] | 07 REPORTS MENU   |  ::  | 16 TROPHIES / ACHIEVEMENTS |  | |  |   |
    | | [] [] |__  07a Needs      |  ::   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯   | |  | | |
    | |   _____  | 07b Intake     |  ::   _____________   ____________   | |  |   |
    | |  |  _  | | 07c Regime     |  ::  | 17 CONTACT  | | 18 THANKS  |  | |  | | |
    | |  | |_| | | 07d Policy     [::::   ¯¯¯¯¯¯¯¯¯¯¯¯¯   ¯¯¯¯¯¯¯¯¯¯¯¯   | |  |   |
    | |  |_____| | 07e Grants     |  ::   ____________________________   | |  | | |
    | |   _____  | 07f Programmes |  ::  |   Prison Architect Guide   |  | |  |   |
    | |  |  _  | | 07g Finance    |  ::::] by Barticle at hotmail.com |  | |  | | |
    | |  | |_| | | 07h Valuation  |  ::  | Version 1.07 - 26 Dec 2017 |  | |  |   |
    | |  |_____|  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯   ::   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯   | |  | | |
    | |_____________________________ :: _________________________________| |  |   |
    |_______________________________|==|___________________________________|  | | |
    | To jump to any section of this document use your web browser's Find function |
    | (with Ctrl+F on a PC or Cmd+F on a Mac probably) and search for the letter S |
    | followed by the exact section number for example "s06d" to find Section 06d. |
    | Section 01 | INTRODUCTION                                                s01 |
    This is a guide to the 2015/2016 video-game Prison Architect. It's intended to
    serve as a comprehensive reference with info, tips and trivia on all aspects of
    the computer and console editions of the game.
    Since I'm playing on PS4 this is primarily a guide for the console versions of
    Prison Architect and its overall structure is based around the menus from the
    console editions. However it also covers the rooms, objects, staff and features
    that are only available on computer - including Escape Mode (see Section 14) -
    and I've added several notes on how the PC menus differ from the console ones.
    This guide is designed to be viewed using a monospaced (non-proportional or
    fixed-width) font, preferably Courier New. Some sections of the document will
    display incorrectly if you are using a proportional font like Times New Roman.
    If you found this guide useful you can show your support by using the recommend
    function. If you have any feedback (especially suggestions for additions or
    improvements) then please feel free to contact me via email or GameFAQs message.
    The PC game was developed by UK studio Introversion Software and was originally
    launched in September 2012. It became one of the first titles to launch as an
    extended open public alpha via Steam's Early Access programme in March 2013 and
    by January 2015 over one million copies had been sold. After monthly updates*
    the game finally left Early Access in October 2015 and version 1.0 was released.
    It was nominated for two categories at the 2015 BAFTA Video Game Awards and won
    Best Persistent Game. In total the PC game has sold over two million copies.
    You can watch the official gameplay trailer from the PC launch here:
    Prison Architect was ported to consoles by UK studio Double Eleven and released
    on PS4 and Xbox One in June 2016 and on Xbox 360 in August 2016. These versions
    have a completely new user interface optimised for consoles but they retain the
    core gameplay and graphics of the PC game.
    The console port currently lacks most of the new mechanics added to the PC game
    in the updates after version 1.0, like female prisons, staff needs, temperature
    and dorms. It's also missing the collectible notebook pages, optional random
    events, mod support and Escape Mode however it adds Prison Warden mode (see
    Section 02), more trophies and achievements (see Section 16), extra cosmetic
    options, the option to build water features (for making ponds, moats, islands,
    etc), DLC expansions (see Section 04) and guard dog names. :)
    The "Community Update" for PS4 and Xbox One on 2 March 2017 added guard towers
    (see Section 06e), several new options for walls/floors and a new bench, bed and
    hot shower; it also upgraded the cloning tool's area from 12x12 to 20x20.
    Introversion previewed a tablet version of Prison Architect in their Alpha 30
    video back in February 2015 and Prison Architect: Mobile - developed with UK
    studio Tag Games - finally launched worldwide in May 2017.
    *If you're interested in Prison Architect's development history you can review
    all the PC update changelogs (text and videos) here:
    | Section 02 | MAIN MENU                                                   s02 |
    On the consoles Prison Architect's main menu has the following six options.
    (When you first launch the game you'll be prompted to register for a "Double ID"
    which is required to use World of Wardens mode. If you skip the registration the
    game will temporarily add an additional option to the main menu.)
    o Prison Stories 
      This is a story campaign consisting of five chapters but it's also the game's
      tutorial so it is strongly recommended that you start here if this is your
      first time playing Prison Architect.
      See Section 13 for details of all the objectives and a few basic tips.
    o Continue Game
      You can load your Prison Architect and Prison Warden saves here.
      (To resume from a campaign save use the Prison Stories option above instead.)
      The game supports multiple saves and the menu here shows a screenshot and
      several stats for each one; you can also rename and delete save files.
    o New Game
      This lets you start a new game in Prison Architect or Prison Warden modes -
      you'll need to start a new save file or choose an old one to overwrite.
      Prison Architect is the full "sandbox" mode where you start with an empty plot
      of land and build a prison however you want.
      Prison Warden allows you to instead load one of ten pre-built prisons which
      were created by members of the game's PC community for the Steam Workshop.
      The base game features the following ten jails* for Prison Warden mode:
                    1. Green Beach Prison        6. The Penaldome
                    2. Piano Island Prison       7. The Castle
                    3. Paradise City             8. Cove Park Prison
                    4. Eye of the Storm          9. Ironfort
                    5. Center Luxus             10. Forever Inn
      Each ready-made prison will be fully operational with rooms, guards, staff,
      prisoners, regime, policy and patrol routes but you're free to change any
      aspects of its design and management - however you should check for category
      coding on cell blocks (Security Sectors menu) before accepting new intake.
      You'll need to run programmes and assign prison labour if you want. Grants
      are available although many will complete instantly when you start them.
      *The premium expansions (see Section 04) add further prison designs plus new
      maps with interesting terrain for your own designs.
    o Downloadable Content
      A friendly reminder that additional content is available for the game.
    o World of Wardens
      This is the console equivalent of the PC feature that allows you to download
      prison designs from the Steam Workshop and to upload your own jails.
      You'll need to register for a Double ID before you can use this mode. You'll
      be prompted to do this when you first start the game but if you skipped it
      then the option will be available from the main menu. You'll need to provide
      an email address and you'll be sent a verification email but you can start
      using WoW mode without responding to it so I guess you could provide a fake
      address if you wanted. Registering also unlocks two new warden characters.
      Just like Prison Warden mode you have complete control in downloaded jails -
      you can build/demolish, hire/fire and favour punishment/reform.
    o Options & Extras
      The options menu allows you to change some settings including auto-save, sound
      levels and screen size.
      You can also view a global leaderboard and check your progress on collecting
      the 155 snapshots (see Section 15).
    | Section 03 | GAME PREFERENCES                                            s03 |
    When starting a new game you have a range of gameplay options available.
    The PC and console versions of Prison Architect have several options in common
    but they also both have their own unique features.
                                    Console Options
    In the console editions of the game you can either choose a preset difficulty
    level or individually tune each of the settings to create a custom diff.
     1. Choose a Warden
        The base game has a choice of six different wardens with various perks.
              The Warden - default warden (no unique effects)
            The Lobbyist - you are 50% less likely to get new inmates with Volatile,
                           Deadly and Fighter reps or Violent and Lethal traits
                    Rita - you are 50% less likely to get new inmates with Stoical
                           and Fearless reps and the suppressive effects of armed
                           guards and punishments (solitary/lockdown) are doubled
         J.W. Periwinkle - dogs have 50% chance of uncovering tunnels they detect
            The Pacifier - your prison's overall danger level is reduced
         Saphara Acknova - prisoners caught with contraband items are fined (but the
                           "consulting fee" can be as little as $1)
        In the console editions the following two warden characters will be unlocked
        when you sign up online for a Double ID.
         Leanne Johnston - increases pass rate for education programmes
           Bryan Hartley - guards have 15% more health
        Additional wardens are available via premium expansions (see Section 04) -
        the 'All Day and a Night' DLC adds eight and the 'Psych Ward' DLC adds two.
     2. Difficulty
        The console editions have three difficulty levels which represent specific
        combinations of the standard preference settings listed below.
        - County (easy) gives you a "Large" starting map (in Prison Architect mode)
          with $200,000 starting funds and double intake payments.
        - Federal (intermediate) gives you a "Medium" starting map with trees plus
          $100k and a 25% bonus to intake payments. Failure conditions are on.
        - SuperMax (hard) gives you a "Small" map with trees and ruined buildings
          plus $50k and no intake multiplier. Failure conditions and the "fog of
          war" effect are both applied.
        Any changes to the preference settings will change your difficulty level to
        Custom. Several of the trophies/achievements (see Section 16) require you to
        be playing Prison Architect mode on one of the three standard difficulties -
        so you can't use unlimited funds for those.
     3. Prison Size*
        This gives you a choice of three map sizes:
                        Small = 100 squares by 80 squares (8,000m²)
                       Medium = 150 squares by 120 squares (18,000m²)
                        Large = 200 squares by 160 squares (32,000m²)
        You can research Land Expansion in Bureaucracy (see Section 08a) and buy
        adjacent plots of land to expand your site if required.
     4. Starting Funds
        You can start with $0, $50k, $100k, $200k, $500k or unlimited funds.
        You might pick the infinite option while you're still learning the game or
        if you want to play around without having to worry about your finances.
        If you start with one of the smaller amounts you'll need to make good use
        of grants (see Section 07e) to finance your construction.
     5. Prison Sale Profits*
        The game includes the option to sell your own prison (see Section 07h) and
        this setting lets you start a new prison using the profits from a sale (in
        addition to any starting funds). 
        This option will be unavailable if you have not yet sold a prison, you have
        already used the sale profits once or you selected unlimited funds.
     6. Intake Payments
        You receive intake payments (see Section 07b) for each new inmate you accept
        into your prison (higher values for higher risk categories). This option
        lets you increase those bonuses by 25%, 50% or 100%.
        (This setting does not affect the daily prisoner grant of $150 per person.)
     7. Fog of War
        When this option is enabled you can only view prisoners in areas where a
        guard is operating or you have CCTV camera coverage (see Section 06g).
     8. Generate Forests*
        This adds trees to the starting terrain. These need to be removed before
        building but the wood can be sold or used in workshops (see Section 06d),
        however this option is not required for the timber economy since you can
        also buy and plant trees manually or add a forestry area to automate it.
     9. Generate Lakes*
        This adds randomised water to the starting terrain. That affects the overall
        area (and shape) of the land initially available for construction, however
        you can still build any of the outdoor "floorings" (see Section 06c) over
        water and then construct buildings on top of that.
        If you buy land expansions these will also include lakes.
    10. Generate Buildings*
        This adds the ruined remains of buildings to the starting terrain. You can
        either use parts of these in your build or demolish them as necessary.
    11. Failure Conditions
        This lets you enable the following conditions that can cause "game over".
        Once per game you can use the Bureaucracy unlocks Legal Prep (purchased in
        advance) and Legal Defence to reverse the effect of one failure warning.
        - Riot (see Section 10)
          Warning after 6 hours (game time) of rioting, failure after 12 hours.
        - Bankruptcy (not on consoles?)
          Warning if negative cash and negative cashflow, failure after 24 hours.
          Once per game you can use the Government Bailout grant (see Section 07e)
          to assist your financial recovery.
        - Deaths
          Warning if 20 deaths in one day, failure if 5 deaths in following day.
        - Escapes
          Warning if 20 escapes in one day, failure if 20 escapes in following day.
        - Warden Deaths
          Warning if too many wardens are killed, failure if one more is killed.
        - Parole Re-offending Rate (see Section 07d)
          Warning if too many paroled inmates re-offend, failure if not fixed.
        - Wrongful Executions (see Section 11)
          Warning if two inmates are executed with a Conviction Level below the
          threshold and they are found innocent, failure if it happens again.
    12. Prison Gangs
        This option can be used to enable the gangs system (see Section 08k).
        Gangs significantly increase the difficulty of the game so it's probably
        best to turn them off while you're still learning how to play.
    13. Criminally Insane                     (PS4/Xbone 'Psych Ward' DLC required)
        This option adds the Insane prisoner category and related content.
        (See Section 04b below for an index of features.)
    14. Breakouts!                            (PS4/Xbone 'Psych Ward' DLC required)
        This option can be used to increase the threat of escape attempts.
        When this is set to either "High" or "Max" your prisoners have a greater
        desire for freedom and tunnelling tools are more plentiful and durable.
    *These options are obviously unavailable in Prison Warden mode where you always
    play on pre-built prisons (or on pre-defined maps with the DLC).
                                        PC Options
    Many of the options listed above are available in the original PC game. You can
    choose a prison size, select a warden character (from the basic list of six) and
    toggle on/off the settings for "fog of war", trees, lakes, buildings, gangs,
    failure conditions and unlimited funds.
    The following additional gameplay options are also available on PC:
    o Prisoner Gender (added in PC Update 2)
      You can choose to have female prisoners instead of male, so you can restage
      OITNB (if you're young) or Prisoner: Cell Block H (if you're old)!
      The main difference is that a small proportion of female prisoners will have
      babies and therefore require additional facilities. Update 2 added the nursery
      and family cell (see Section 06d) and the crib and play mat (see Section 06e).
      (I think female inmates have slightly different needs too.)
    o Events (added in PC Alpha 36)
      When this option is enabled, random events will occur randomly (but only when
      you have a population of at least 50 prisoners and never during a riot).
      These events include fires, floods, accidents, political mandates, etc.
    o Weather and Temperature (added in PC Updates 4-6)
      This adds a Warmth need for prisoners and temperature variations on day/night
      and yearly cycles. Hot water pipes (see Section 06f) can be used to connect
      water boilers to radiators, showers and kitchen sinks (see Section 06e).
      This was originally a mandatory feature but it was made optional in Update 6.
    o Staff Needs (added in PC Updates 11-12)
      With this option your security staff have a range of needs that are similar to
      prisoner needs - toilet, food, safety, etc. (see Section 07a).
      One option for feeding your employees is a staff canteen (see Section 06d).
      Update 12 added an overall "staff morale". If this drops to 0% and you fail to
      give them a 50% pay rise then your staff will go on strike! This can lead to
      an additional "game over" failure state.
    o Tools and Cheats (added in PC Update 9)
      This enables a developer cheat menu which gives instant construction, free
      objects (when built using the "Spawn" icon) and the option of building water
      tiles. It also adds a range of debugger functions which are assigned to the
      function keys. However Steam achievements obviously cannot be earned while
      playing in cheat mode.
    o Warden Mode (added in PC Update 13)
      This is a whole new way of playing the game. Your warden becomes a playable
      character which you can move around the prison. You use the WASD keys to move
      and hold Shift to run (subject to a red stamina meter).
      In Warden Mode your view is limited. You can't see through solid walls or
      around corners so you can only see people within the warden's field of view
      (unless you have CCTV camera coverage). Also the extent to which you can zoom
      out is quite restricted - at most you can only view an area about 50 squares
      wide. This means that you need to move the warden around the prison in order
      to see an area that you want to build or redevelop.
      The other main feature is that prisoners will sometimes attack you. If you
      get defeated then the warden is knocked unconscious and respawns in one of
      your infirmaries. However if you have the Permadeath option enabled then you
      have no extra lives or continues and it's game over!
      By pressing Tab you can view your inventory. This functions similarly to
      Escape Mode (see Section 14) in that you can pick up contraband items from
      rooms (see Section 08i) and of course if your prison has an armoury then the
      warden has convenient access although you can only pick up smaller weapons.
      If an inmate attacks you the game will inform you that self-defence is now
      authorised so you can retaliate using any items you have available.
      You can also order guards to serve as "warden protection" bodyguards who will
      escort you at all times. However there is an additional cost for this, with
      basic guards costing $500 per day and other types costing significantly more.
    o Mutators (added in PC Update 13)
      This is a range of new options to make the game harder, easier or weirder!
      These also work in Escape Mode (see Section 14) and Warden Mode (see above).
      "Extra Challenge" category:
      Danger Zone - inmates more violent and prison danger level always maximum
      The Good %$#! - drug/alcohol users gain random additional reputations
      Acid Rain - (if weather enabled) rain/snow causes damage to prisoners outdoors
      Volatile Prisoners - half the prisoners have Volatile reputation
      Needy Prisoners - prisoners' needs increase much faster
      Gang Warfare - (if gangs enabled) all prisoners are gang members
      Get Me Outta Here! - prisoners much more likely to dig tunnels
      More Contraband - more contraband smuggled in and stolen
      The BIG House - all prisoners are Legendary (yikes!)
      "Lightening the Load" category:
      Super-guards - guards are faster, stronger and more observant
      All Reputations Revealed - all reps are known for new arrivals
      No Violent Prisoners - no prisoners have Violent trait
      No Tunnels - prisoners will not dig escape tunnels
      Fast Deliveries - all supplies arrive instantly
      Spectral Staff - staff members can pass through walls!
      "Changing the Rules" category:
      No Reputations Revealed - reps always unknown for new arrivals
      Fast Walking - movement speeds doubled
      No Pausing - cannot set game speed to zero during play
      No Release - prison sentences never end and no parole
      Short Sentences - prison sentences much shorter than normal
      Contraband Scanning - metal detectors find all contraband but use more power
      Old-school Intake - new prisoners arrive every day
      Slow Time - game plays at slower rate
      Slow Deliveries - everything you buy needs to arrive by truck
      "Something... Different" category:
      Big Head Mode - prisoners have big heads (like the PS4 cheat code)
      Endless Winter - always winter and Exposure status effect is applied
      Nature Conservation Zone - the starting map's trees cannot be removed
      Burn the Dead - dead bodies will spontaneously combust
      No Contraband Limits - more item types can be smuggled (including firearms)
      Extra Reputations - additional list of reps is added to game
      Permanent Day - always daytime
      Permanent Night - always nighttime
      Wild Growth - new trees will grow near other trees and grow faster too
    | Section 04 | CONSOLE DLC                                                 s04 |
    Both premium expansions detailed here were made by Double Eleven - the studio
    that developed the console ports - so they're only available on consoles.
    | Section 04a | All Day and a Night                                       s04a |
    The first expansion was released on 28 June 2016 - the same day as the PS4 and
    Xbox One editions of Prison Architect. It was originally offered as a pre-order
    bonus but can now be bought separately or as a bundle with the base game and
    both DLCs. It's also available for the Xbox 360 edition.
    This expansion adds eight new wardens plus eight new prisons and eight new maps
    for Prison Warden mode. It does not include any extra trophies/achievements.
    The DLC expands the list of available wardens by adding eight new characters.
    o Hunter McGreevy - increased workshop export prices
                      - inmates can use workshop immediately
    o Rick Beresh, MD. - small reduction to prisoner needs
    o Tom Dunwright - TVs and pool tables give more satisfaction of Recreation needs
    o Warden W-800 - armed guards are faster and more accurate with tazers
    o Walt "The Wolf" Wilson - reduced staff wages
                             - reduced requirements for offices and staffrooms
                             - more inmates with reputations (including Legendary)
    o Shaun Fernandez - reduced construction costs and reduced workmen costs
                      - increased tunnelling speed
    o Nero - three gang leaders arrive in first intake (when using gangs option)
    o El Cocinero - adds "Fine Dining" meal option
                  - cost of hiring cooks is halved
    The expansion adds eight new pre-built prison designs to Prison Warden mode.
    o The Hole
      A compact high-security prison (SuperMax and Death Row) surrounded by a moat.
    o The Lap of Luxury
      A lakeside facility with large and very luxurious cells.
    o The Motherboard
      A prison layout designed to look like a printed circuitboard.
    o The Workhouse
      A jail with a large central workshop and buildings surrounded by water.
    o Montebello Correctional Facility
      A very neat symmetrical design housing inmates with "explosive tempers".
    o Wolf Yard Penitentiary*
      A high-security prison built around a large central yard.
    o The Rock
      A recreation of the infamous Alcatraz** facility in San Francisco Bay.
    o Clandestine Cove
      A former top-secret military base complete with runways and helipads.
    *Wolf Yard is modelled accurately on the Joliet Correctional Center in Illinois
    which was the location for season 1 of the TV show Prison Break.
    **"The Rock" is based on the layout of the real-life Alcatraz jail, apart from
    the short bridge to the access road of course! It even includes prisoner Frank
    Morris who was one of three inmates who escaped from Alcatraz in 1962.
    Further info: https://en.wikipedia.org/wiki/June_1962_Alcatraz_escape
    Just like in the game they dug tunnels out of their cells and left fake paper
    heads in their beds. If you can find Morris' cell in the game you'll see that
    the hole in the back wall has been patched up with brickwork. One of the guard
    patrol routes specifically checks his cell to make sure he's still there. :)
    Prison Architect was inspired by Chris Delay's tourist trip to Alcatraz in 2010.
    Finally the DLC includes eight maps with interesting terrain which can be used
    to build your own prisons. These are added to the list in Prison Warden mode.
    o Phoenix Park
      This has several walls remaining from a previous prison on the same site.
    o Lonely Plains
      An expanse of sandy desert with an oasis in the corner.
    o Offshore
      Nine hexagonal offshore oil platforms connected by short bridges.
    o Black Knight City
      A crowded urban neighbourhood repurposed as a prison (like Arkham City).
    o Alcatraz Island
      The abandoned remains of "The Rock" prison design (see above).
    o Buchannon Bay
      A large bay with about half of the map covered in water.
    o Jinx Island
      A skull-shaped island linked to the road via a bridge.
    o Lake Exceptional
      A large lake fills most of the middle of the final DLC map.
    | Section 04b | Psych Ward                                                s04b |
    The second DLC from Double Eleven was released for PS4 on 6 June 2017 and Xbone
    on 9 June 2017. It's available either as an individual add-on or as part of the
    "All Day and a Psych" bundle featuring the base game and both DLCs.
    This expansion adds the option of having insane inmates with psychiatrists plus
    a few new maps and wardens. It does not include any extra trophies/achievements.
                                   Criminally Insane
    Starting a new prison with the Criminally Insane preference adds the following:
    o Insane prisoner category with separate intake*, security sectors and regime
    o nine insane reputations (see Section 08b)
    o padded cell and padded holding cell (see Section 06d)
    o psychiatrist (see Section 08c) and Psychiatric Consultation (see Section 07f)
    *In addition to receiving insane prisoners through intake, your existing sane
    inmates can become Criminally Insane if they are maltreated.
    Starting a new prison with the "Breakouts!" preference on "High" or "Max" will
    increase the number of escape attempts and the effectiveness of digging tools.
    (See Section 12 for general tips on preventing escapes by tunnels.)
    o Hawk Hartman - guards are less likely to drop keys
                   - guard stamina is recharged on prisoner intake
    o Dr. Slugworth - higher chance of Psychopathic inmates (5+ reputations)
                    - psychiatric treatments are 20% more effective
    o Black Water Incarceration
      A large floating prison connected to the harbour by two walkways.
    o The Farm
      A massive parkland prison with 462 capacity including 159 padded cells.
    o Encampment
      A small bamboo compound set within a dense jungle.
    o Colosseum
      The ruins of an ancient arena and dungeon complex.
    | Section 05 | INTERFACE                                                   s05 |
    This section covers the game's general controls (PS4 edition) and display.
    Press X to Jason. Sorry, wrong game! :)
    The interface in the console version of the game is very user-friendly, showing
    prompts for the contextual controls available when you hover over different
    objects. I've given examples of some of these functions below.
     left stick - move cursor
    right stick - scroll around map
          R2/L2 - zoom in/out
                  Double-tap the button for maximum zoom in or out.
                  The game gives a lot of ambient noise and background sounds when
                  you're zoomed in - this will often be your first indication of a
                  riot or fire in your prison!
          Cross - select / toggle door / (hold) move object / (drag) select group
                  Doors can be toggled to "locked closed" and "locked open" states.
                  If you hover your cursor over an object and hold Cross until a
                  copy appears with a green outline you can rotate or reposition it.
                  Clicking and dragging over security or emergency staff selects a
                  group which can then be ordered to a specified location.
         Circle - (click) cancel task / (drag) cancel multiple tasks / open door
                  You can cancel a pending build or demolish job on an object by
                  clicking on it or cancel several at the same time by dragging to
                  select all of them.
                  You can also tap Circle on any type of door (apart from standard
                  orange doors) or a road gate to force it to open temporarily if a
                  guard is not available.
         Square - view person info / remove/sell object / add door to wall
       Triangle - (hold) show danger, speed/undo, profit/loss and contraband summary
                  While holding Triangle you can use d-pad left/right to cycle the
                  game speed through pause, normal (x1), fast (x3) and fastest (x5).
                  You can freeze time if you want to suspend all activity while you
                  build a new section or handle an emergency.
                  You can also press d-pad up to undo your previous action/s.
                  (An undo function was also added to the PC edition in Update 8.)
             L3 - follow person / rotate object before building
                  After selecting a prisoner, guard or staff member you can press
                  L3 and the game will follow them around in their daily routine.
             R3 - cancel unstarted construction
             L1 - view To-Do List
                  There's lots of useful info here so keep checking it regularly.
                  The To-Do List shows things like intake, prisoners due for parole,
                  family members waiting to visit, exhausted staff, unfed inmates
                  and outstanding tasks for grants. The three figures for catering
                  are the number of prisoners, the number of meals that are ready
                  and the number of meals that are currently being cooked.
                  In the Prison Stories campaign it shows your current objectives.
                  While the list is open tap Square to filter between categories.
             R1 - (hold) Demolition tool shortcut
                  Click and drag with Cross to select an area to bulldoze.
                  Click and drag with Square to demolish walls only.
          d-pad - open menu / browse menus
                  The four primary menus can be accessed directly via the d-pad.
                              left - Construction menu (see Section 06)
                                up - Reports menu (see Section 07)
                             right - Prison Running menu (see Section 08)
                              down - Emergencies menu (see Section 09)
                  It's a good idea to familiarize yourself with the contents of each
                  menu so you know what's available and where to find it.
                  Within a menu you can use L1/R1 to skip between sections.
                  You can hide the d-pad menu prompt at the bottom of the screen via
                  the pause menu's setting options.
        Options - pause screen (stats, settings and save)
                  This completely pauses the game. If you want to freeze time while
                  still having control hold Triangle instead and press d-pad left.
                  The pause menu shows several stats for your prison including the
                  monetary value, deaths and escapes. It also displays the overall
                  grading for the facility using the same four categories that are
                  used for individual prisoner gradings (see Section 08b).
                  Additionally you can save manually on the pause screen and access
                  the game settings. Disable room checkerboxes to turn off the chess
                  board grid effect and use the UI option to resize your screen.
    The console editions have two cheats which are activated by button codes.
    The first one gives your prisoners big heads! On PS4 this can be activated by
    holding down Triangle while you tap d-pad down, up, down, up, R1, L1, R1, L1. On
    the Xboxes you need to hold the Y button and use the bumpers instead of R1/L1.
    Entering the code again removes the cosmetic effect, although it might take a
    few seconds to restore everybody.
    The second cheat forces a prisoner riot to occur. The code is almost the same as
    above but the button sequence is up, down, up, down, L1, R1, L1, R1. This cheat
    can only be used once per game day.
    A lot of useful information is permanently displayed in the header bar across
    the top of the screen. I've described the layout in the console editions below -
    in the PC version of the game the arrangement is quite different but all the
    same info is shown with the exception of the workman count.
    On the left side are the danger gauge, prisoner count and guard count, plus the
    workman count on consoles.
    The danger gauge is a measure of the current tensions and potential for unrest
    among your prisoner population. On consoles this will be Low, Medium or High and
    a green or red arrow indicates if the threat level is currently decreasing or
    increasing. On PC the danger level is shown with a row of exclamation marks!!!!
    Research to unlock: Security
    The danger level is increased by inmates being punished (lockdown or solitary),
    having armed guards or riot guards on site, searching prisoners who didn't have
    contraband, fights, riots, deaths and prisoners having unsatisfied needs.
    It will be decreased by having prisoners who have satisfied needs and the "Well
    Fed" and "Calming" status effects. Also the warden known only as "The Pacifier"
    has a perk that gives a constant reduction to the "heat" level of your jail.
    Holding the Triangle button shows a list of the factors that are currently
    contributing to the danger level of your prison.
    The prisoner count has two figures - the total number of prisoners currently in
    your prison and the number of beds available in cells and holding cells. So for
    example "13/20" means you have thirteen inmates with capacity for seven more,
    although if you start zoning cell blocks for different security categories (see
    Section 08b) this will not be reflected here, e.g. you might have seven Medium
    Security prisoners arriving but only have seven Min-Sec cells available.
    The guard count shows the number of guards currently available and the total
    number of guards in your workforce. Guards will be unavailable if they've been
    assigned via the Deployment or Patrol Routes menus or if they're currently
    busy with temporary duties like escorting or searching inmates.
    Similarly the workman count shows the number of workmen available and the total
    number of workmen in your workforce.
    Below these are a prompt for your To-Do List showing the number of tasks and
    notifications there. You can view the list by pressing L1 (or LB on Xbox).
    In the centre of the header bar are the day counter, clock and game speed.
    Holding the Triangle button reveals the d-pad functions to freeze the game, to
    change the game speed and to undo your previous actions.
    Below the clock is an indication of the current active phase/s in the daily
    regime (see Section 07c) for example Sleep, Eat, Work, Yard, etc.
    In the PC version of the game the clock is in the top-right corner of the screen
    with the regime and game speed indicators below. If you're playing with the
    optional warmth mechanics enabled the temperature will be shown there too.
    A brief summary of your finances is displayed on the right side of the header.
    The cash balance is the total money you have available to spend and the cashflow
    is an indication of your jail's current daily profit (green) or loss (red). A
    temporary feed below these itemises all money in (green) and out (red) as your
    prison operates.
    Holding the Triangle button shows your current daily income and expenditure. A
    more detailed breakdown is available on the Finance menu (see Section 07g).
    In the PC version of Prison Architect there are three icons in the top-left
    corner of the screen. The warden icon accesses the Bureaucracy screen (which is
    under the Prison Running menu on consoles), the pie-chart clipboard icon shows
    the prison's grading and stats (which are on the pause screen on consoles) and
    the "house" icon opens the main menu (to save or access options).
    Introversion developed a 3D view for the game which they ultimately decided not
    to include as an official feature. Instead it was added in version 1.0 of the PC
    game as an easter egg and it remained undiscovered for several months! It can be
    activated by clicking the small pi icon hidden at the bottom-left corner of the
    Extras menu.* You can then explore your prison in 3D although the feature wasn't
    completely finished so some objects lack 3D models.
    *This is a reference to the 1995 movie 'The Net'.
    | Section 06 | CONSTRUCTION MENU                                           s06 |
    Press d-pad left to access the Construction menu with the following options:
    o Structure (see Section 06a)
    o Walls & Doors (see Section 06b)
    o Flooring (see Section 06c)
    o Rooms (see Section 06d)
    o Objects (see Section 06e)
    o Power Supply (see Section 06f)
    o Water Supply (see Section 06f)
    o Surveillance (see Section 06g)
    o Automatic Doors (see Section 06h)
    o Wiring (see Section 06i)
    o Clone Tool (see Section 06j)
    o Planning (see Section 06k)
    o Demolition (see Section 06l)
    o Quick Rooms (see Section 06m)
    (In the PC version of the game buildings are made using the Foundations menu,
    the flooring, wall and demolition options are all on the Materials menu and the
    power/water supply, surveillance, automatic doors and wiring options are all on
    the Utilities menu.)
    When you start constructing a new prison you should begin by building a holding
    cell, canteen, kitchen, shower room and a yard, plus electricity/water supplies,
    offices for the admin staff (so you can start researching) and a full perimeter
    fence around the site. Once you have a basic and secure facility you can use the
    Intake option on the Reports menu to start accepting inmates which will give a
    boost to your daily income.
    If you're not playing with unlimited funds you can utilise the initial grants
    (see Section 07e) to get more cash and to steer you in the right direction.
    You're free to choose how to build your jail - you can construct one massive
    building and then partition it into various rooms, or make separate buildings
    with gaps between them or build rooms without gaps and create doorways and
    corridors to connect them. Each type of room (cell, canteen, showers, etc) must
    be defined, either by using the Rooms menu (see Section 06d) or by building them
    using the ready-made templates on the Quick Rooms menu (see Section 06m).
    You should try to design a layout of rooms, corridors/paths and doors that
    provides efficient routes for the flow of people and materials through the site.
    Always aim to make these routes short, simple and secure.
    Don't waste space or money by making rooms larger than necessary (e.g. offices
    and staff rooms) or by exceeding the maximum capacity for working rooms like
    workshops, laundries and cleaning cupboards (see Section 06d) but rooms should
    still be large enough to provide the required capacity (e.g. canteens/kitchens,
    showers and classrooms).
    However you should also consider your future expansion plans too. For example
    you might build a large canteen and kitchen to allow space for more furniture
    and equipment at a later stage. Otherwise you might leave space to expand a
    room or just build small rooms and make more of the same later. With an indoor
    prison you'll want to leave gaps for corridors into new wings although in cell
    blocks at least you can simply remove one cell to create an opening.
    Corridors should be wide enough to allow the free movement of inmates and staff
    but not unnecessarily wide either. Use a width of two squares for minor routes
    and three squares for major ones. You can use concrete tiles (indoors/outdoors),
    concrete floor (indoors) or paving stones (outdoors) to increase the movement
    speed of anyone walking on them.
    | Section 06a | Structure                                                 s06a |
    You can use this menu to construct empty rectangular buildings of any shape/size
    with foundations and exterior walls in either brick or concrete. More complex
    shapes can be made by building multiple rectangles next to each other and you
    can use long narrow rectangles as corridors if you want.
    Once you have the buildings you can use the walls and doors options to divide
    them into individual rooms. (The walls and doors are detailed in Section 06b.)
    Then you can use the Rooms menu to designate them as different types of room and
    the Objects menu to add the required furniture and other equipment for each one.
    o Building (Brick)
      This makes a building with red brick walls.
      The construction cost of each building will depend on the surface area of the
      foundations and the combined length of the exterior walls.
    o Building (Concrete)
      This is a cosmetic alternative to the brick building.
      The two materials are equivalent so you can choose whether to use one or the
      other (or some combination of both) in each prison.
    o Door (Jail) [$200]
    o Door (Large Jail) [$350]
    o Door (Standard) [$50]
    o Door (Bamboo) [$30] (added in console Version 1.06)
    o Door (Solitary) [$500]
    o Door (Staff) [$100]
    o Door (Remote) [$500]
    o Concrete Wall [$50/square]
    o Brick Wall [$50/square]
    o Barred Wall [$70/square] (added in PS4/Xbone Community Update)
    o White Wall [$50/square] (added in PS4/Xbone Community Update)
    o White Wall (Decayed) [$50/square] (added in PS4/Xbone Community Update)
    o Tiled Wall [$90/square] (added in PS4/Xbone Community Update)
    o Classy Wall (Burgundy) [$50/square] (added in PS4/Xbone Community Update)
    o Classy Wall (Green) [$50/square] (added in PS4/Xbone Community Update)
    o Classy Wall (Blue Stripes) [$50/square] (added in PS4/Xbone Community Update)
    o Yutani Wall [$100/square] (added in PS4/Xbone Community Update)
    o Fence [$3/square]
    o Hedge [$3/square] (added in PS4/Xbone Community Update)
    o Bamboo Fence [$3/square] (added in PS4/Xbone Community Update)
    o Rocky Cliff Edge [$250/square] (added in PS4/Xbone Community Update)
    o Perimeter Wall [$150/square]
    You can also build preset furnished rooms using Quick Rooms (see Section 06m).
    | Section 06b | Walls & Doors                                             s06b |
    The game offers a selection of various walls and entrances.
                                         ¯¯¯¯¯                            _
    This list provides a range of walls and fences that can be used    |_  |_
    to divide buildings internally into rooms, make outdoor compounds    |_  |_
    or build a secure jail perimeter. It is possible to make diagonal      |_  |_
    walls/fences but they'll be bumpy and create oddly shaped rooms!         |_  |
    To make a new building you need to have a foundation which can only be provided
    by constructing a "building" from the Structure menu (see Section 06a).
    If you get bored why not try building a maze out of walls or fences and see if
    the game's pathfinding algorithms can navigate people through it? :)
    o Remove Walls
      As you might hope and expect, this function is used to remove walls!
    o Concrete Wall [$50/square]
      This is a versatile option which can be used outdoors to make rooms and
      corridors or indoors to divide buildings into individual rooms.
      It provides some benefit from slowing prisoners tunnelling under it.
    o Brick Wall [$50/square]
      This is a cosmetic alternative to the concrete wall.
    o Fence [$3/square]
      Fences can only be built outdoors.
      They can be used to give your site a quick and cheap perimeter when you start
      building your prison but they provide no serious protection against tunnels.
      Fences also look good around yards and outdoor kennels or built along the
      sides of secure paths between buildings.
    o Perimeter Wall [$150/square]
      Perimeter walls can also only be constructed outdoors. They're automatically
      built with one row of paving stones (flooring) on each side.
      These are much more expensive than fences but they make it a lot harder for
      prisoners to dig escape tunnels under them. However they still don't prevent
      people from throwing contraband over the perimeter into outdoor areas.
      Utilities cannot be laid under perimeter walls and if you build a perimeter
      wall over existing water pipes or electricity cables they'll be broken.
      The following extra walls are only available in the PS4 and Xbone editions:
    o Barred Wall [$70/square] (added in PS4/Xbone Community Update)
      This indoor wall has metal bars from floor to ceiling.
      Each narrow wall section is bordered horizontally with strips of concrete so
      this option works best when used with the standard concrete floor.
    o White Wall [$50/square] (added in PS4/Xbone Community Update)
      This indoor wall has rough white surfaces.
    o White Wall (Decayed) [$50/square] (added in PS4/Xbone Community Update)
      This indoor wall has rough and damaged white surfaces.
    o Tiled Wall [$90/square] (added in PS4/Xbone Community Update)
      This indoor wall has small white tiles.
    o Classy Wall (Burgundy) [$50/square] (added in PS4/Xbone Community Update)
      This indoor wall has burgundy wallpaper above brown wooden panelling.
    o Classy Wall (Green) [$50/square] (added in PS4/Xbone Community Update)
      This indoor wall has green wallpaper above white wooden panelling.
    o Classy Wall (Blue Stripes) [$50/square] (added in PS4/Xbone Community Update)
      This indoor wall has blue wallpaper above brown wooden panelling.
    o Yutani* Wall [$100/square] (added in PS4/Xbone Community Update)
      This indoor wall has metal panels with hazard stripes.
      *This option was inspired by the 'Alien' sci-fi movie series and is named
      after the franchise's malevolent megacorporation - Weyland Yutani.
    o Hedge [$3/square] (added in PS4/Xbone Community Update)
      This outdoor barrier consists of green bushes grown into a continuous hedge.
    o Bamboo Fence [$3/square] (added in PS4/Xbone Community Update)
      This outdoor barrier is a lightweight fence made from bamboo canes.
    o Rocky Cliff Edge [$250/square] (added in PS4/Xbone Community Update)
      This is a texture which can be used to give a more suitable boundary between
      terrain and water. Rotating the tile gives twelve different designs which can
      be used in combination to form more complex shapes.
    There are several different types of door available so you should consider which
    type will work best each time you add one.
    You can select any door and press Cross to toggle its mode from normal to locked
    open to locked closed. The "locked open" setting can still be overridden using
    the Lockdown command (Emergencies menu) except with standard doors.
    o Door (Jail) [$200]                                                  Size: |_|
      This should be used for cells where it will be locked automatically (without
      needing remote controls) during Sleep and Lockup times.
      They can also be used to add security throughout a prison but until you can
      add automation (see Section 06h) a door will require a guard to open it for
      prisoners or staff (unless you lock it open).
                                                                               _ _
    o Door (Large Jail) [$350]                                          Size: |_|_|
      This works like the basic jail door but it's twice as wide so it's great for
      areas with high levels of traffic like cell blocks, canteens and yards.
      However you need two metal detectors to cover it instead of one.
    o Door (Standard) [$50]                                               Size: |_|
      This can be used where security is not required. It can be opened by inmates
      in addition to guards and staff and it's weaker than a jail door.
    o Door (Solitary) [$500]                                              Size: |_|
      This functions like a jail door but it's even stronger, however it's also a
      lot more expensive to purchase.
      This isn't required for a solitary cell and it can be used in other areas
      where high security is required such as the main entrance and armoury.
    o Door (Staff) [$100]                                                 Size: |_|
      This is like the standard door but it can't be opened by prisoners - only
      staff members (workmen, cooks, janitors, etc) and guards can open it.
      This doesn't provide much security because staff will happily open staff doors
      for prisoners! If you want to exclude inmates from a room or area you should
      use the Security Sectors menu instead.
    o Door (Remote) [$500]                                                Size: |_|
      This is like the solitary door but it can only be opened via remote control.
      It cannot be opened by a nearby guard and there's also no risk of a prisoner
      opening it with stolen keys.
      Research to unlock: Security \ Remote Access
      Requires: door servo (with electricity supply) + wiring
      A remote door will lock closed when something goes wrong, for example if the
      power supply is interrupted (fire can damage underground cables) or if there
      are no guards available to operate the controls. This will be especially
      inconvenient if the remote door is your main entrance - blocking everything
      (food, intake, etc) although you can still manually lock the door open.
    o Demolish Walls
      This function can be used to remove walls (but not doors).
       The following extra door is only available in the PS4 and Xbone editions:
    o Door (Bamboo) [$30]                                                 Size: |_|
      A lightweight bamboo door designed to match the bamboo fence (see above).
    | Section 06c | Flooring                                                  s06c |
    This list gives a range of surfaces that can be used either indoors or outdoors
    (only concrete tiles can be used for both). These can be built over dirt or
    concrete floors or any other existing surface.
    Floorings are optional (and can be expensive if you're covering large areas) but
    concrete tiles/floors on indoor corridors and concrete tiles or paving stones on
    outdoor paths will increase movement speeds. If there's an outdoor path nearby
    people will use these in preference to walking on slower materials.
    o Dirt [free]
      The default outdoor material is free but it gives a reduced movement speed.
    o Paving Stone [$10/square]
      This outdoor material allows people to walk much faster so you can make your
      prison more efficient by creating paved paths between buildings.
    o Grass [$5/square]
      This outdoor material can be used in yards to help inmates' Environment needs.
      It could also be used cosmetically in ornamental borders around buildings or
      in outdoor kennels.
    o Gravel [$10/square]
      This outdoor material can be used cosmetically (no speed bonus).
    o Road [$10/square]
      This is another outdoor surface. It allows people to walk slightly faster but
      it cannot be used to build roads that will be used by trucks and buses.
    o Stone [$10/square]
      This is the same as "road" except it's designed to look like random shaped
      flagstones (or "crazy paving").
    o Sand [free]
      This is effectively yellow dirt. Like dirt it gives a slow movement speed.
    o Concrete Tiles [$10/square]
      These can be used both outdoors and indoors. They allow faster movement and
      visually they give neater edges compared to paving stones.
    o Concrete Floor [$10/square]
      This is the default interior floor surface for all buildings. It allows people
      to walk at faster speeds.
    o Wooden Floor [$50/square]
      This indoor surface has the appearance of a hardwood floor.
    o Ceramic Floor [$50/square]
      This indoor surface has small white tiles (24 per square).
      These give a nice cosmetic effect in shower rooms or infirmaries.
    o Mosaic Floor [$10/square]
      This indoor surface has medium-sized brown tiles (16 per square).
    o Metal Floor [$10/square]
      This indoor surface has a metal grill on each square for an industrial look.
    o Marble Tiles [$10/square]
      This indoor option has a large diagonal patterned tile.
    o White Tiles [$10/square]
      This indoor surface has large white tiles (9 per square).
    o Fancy Tiles [$10/square]
      This indoor option gives a diagonal chequerboard effect of squares composed of
      small brown tiles and larger blue tiles.
    o Water* [$10/square]
      You can make ornamental ponds, lakes, moats or even make your whole prison
      into an island fortress for your own version of Alcatraz or Château d'If.
      Water provides a cheap and effective barrier to prisoners. They cannot swim
      and they can't tunnel under water so adding a basic moat (even if it's only
      one square wide) forces them to take a much longer route which gives you more
      time to discover the tunnel.
      Any of the outdoor "floorings" listed above can be built over water to create
      bridges and piers or even areas of solid ground for constructing buildings.
      If a prisoner deserves "special" treatment (for example a gang leader or other
      troublesome Legendary) you can build a lake with a bridge leading to a small
      island, put a cell on the island, transfer the inmate to an unused category
      (e.g. SuperMax), zone the cell for the same category and then remove the
      bridge while they're sleeping! (build over it with water)
      Water can be built over existing utilities but new cables and pipes cannot be
      laid underwater so you'd need to build dirt over the water first, add the
      utilities and then rebuild the water tiles.
      *The option to build water tiles is only available by default in the console
      editions of the game but since August 2016 it's also now available on PC in
      the developer cheat mode (but remember that this disables achievements).
     The following extra options are only available in the PS4 and Xbone editions:
    o Carpet (Blue) [$50/square] (added in PS4/Xbone Community Update)
      This indoor surface has a blue patterned carpet.
    o Carpet (Brown) [$50/square] (added in PS4/Xbone Community Update)
      This indoor surface has a brown patterned carpet.
    o Carpet (Red) [$50/square] (added in PS4/Xbone Community Update)
      This indoor surface has a red patterned carpet.
    o Green Limestone [$50/square] (added in PS4/Xbone Community Update)
      This indoor surface has large green slabs.
      You can use this to recreate Death Row from the movie 'The Green Mile'.
    o Running Track [$50/square] (added in PS4/Xbone Community Update)
      This outdoor surface can be used in yards for athletic activities.
    o Grate Floor [$40/square] (added in PS4/Xbone Community Update)
      This indoor surface has large metal grates.
    o Sandstone [$40/square] (added in PS4/Xbone Community Update)
      This outdoor surface has large weathered and cracked slabs.
    o Iron Floor [$10/square] (added in PS4/Xbone Community Update)
      This indoor surface has large rusty metal plates.
    o Solaco* [$50/square] (added in PS4/Xbone Community Update)
      This indoor surface has large metal plates.
      *Like the new Yutani walls (see Section 06b), this was inspired by the movie
      'Aliens', although the colonial marines' ship was actually called "Sulaco".
      The Sulaco was named after the town in the 1904 Joseph Conrad novel 'Nostromo'
      - the latter also gave its name to the ship in the first 'Alien' film.
      She also appears at the start of 'Alien 3' but the majority of the movie is
      set in a remote prison colony where dangerous inmates live in exile.
    o Cargo Floor [$20/square] (added in PS4/Xbone Community Update)
      This indoor surface has large metal plates.
    o Checkered Floor [$10/square] (added in PS4/Xbone Community Update)
      This indoor surface has black and white tiles (8 per square).
    | Section 06d | Rooms                                                     s06d |
    This menu is used to designate an area as a specific type of room or zone which
    defines its function and will usually have one or more requirements.
    Any numbers on the menu indicate how many rooms you already have of each type
    and when you select an option the display will indicate their position/s with
    shading. (This feature was copied into the computer editions in Update 8.)
    You can click 'n' drag to highlight the whole area you wish to define. If you
    have a block of several identical rooms (e.g. cells, solitary cells and maybe
    offices) they each need to be defined individually but if you build the rooms
    first you can designate all of them at once by highlighting the whole block.
    (Room designations can be removed if necessary by opening the Rooms menu and
    holding Square while you drag to select the room/s. If the game ever fails to
    recognize the requirements for a room remove the designation and try again.)
    Some types of rooms must be unlocked in the Bureaucracy research tree (see
    Section 08a) before you can use them in your prison.
                                   Room Requirements
                                   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                    _________
    Several types of room have a specified minimum size requirement.   |  _ _ _  |
                                                                       | |_|_|_| |
    This always refers to the dimensions of the interior floorspace.   | |_|_|_| |
    For example a 3x3 cleaning cupboard would be 5x5 if you count the  | |_|_|_| |
    surrounding walls and a 6x6 chapel would be 8x8.                   |_________|
    Here's a quick cut-out reference guide to all the required minimum sizes:
    | 2x2 - cleaning room                                                         |
    | 2x3 - cell                                                                  |
    | 4x4 - kennel, office, parole, security, shop*, staff room                   |
    | 5x5 - classroom, forestry, holding cell, library, mail room, workshop, yard |
    | 6x6 - chapel                                                                |
    Naturally a room's size limits the number of objects you can build inside it
    but additionally the size of a work room determines the number of inmates that
    can be deployed to work there - the maximum effective area for a cleaning or
    laundry room is 80 squares and for a workshop, mail room, shop* or library (in
    the console versions of the game) it's 240 squares. Also the total area of a
    prison cell affects its quality (see Section 08h).
    *A shop with one counter needs a floorspace of at least 24 squares to function.
    Most rooms have an "indoors" requirement which means they must be designated on
    foundations which you can build by using the Structure menu (or Foundations on
    PC). Alternatively you can re-designate an existing room as a different type.
    Some rooms must be "enclosed" which means they need to   |  _______________  |
    be completely surrounded by walls (and doors) in order   | |  M O R G U E  | |
    to be correctly validated.                               |_| _ _ _ _ _ _ _ |_|
                                                              _                 _
    However if room types lack the enclosed requirement you  | |   INFIRMARY   | |
    can designate two or more rooms in the same enclosure.   | |_______________| |
    The medical room (Quick Rooms menu) is a good example.   |___________________|
    If a room does need to be enclosed take care not to include the doorway when you
    are designating the room area as this will make it invalid.
    A yard is required to be "secure". It doesn't need a surrounding wall or fence
    as long as your prison site has a complete perimeter enclosure.
    After a room has been defined it will sometimes be marked with a red triangle
    which indicates that one or more of its requirements have not been met. You can
    then hover over the room and press Square to see what's needed (and if there are
    objects required you can press Square again to jump to the Objects menu).
    o Armoury                                                     Minimum Size: N/A
      An armoury gives you the option of hiring armed guards (see Section 08c).
      Research to unlock: Security \ Armoury
      After you've also researched tazers and body armour your staff can collect
      these from the armoury. (An armoury is also required to supply the snipers for
      your guard towers with marksman rifles.)
      Requires: indoors, weapon rack (min 1), guard locker (min 1), table (min 1)
      Each armed guard requires one guard locker in an armoury.
      It's crucial to keep your armoury secure so you should give it a solitary
      door or even a remote door.
    o Canteen                                                     Minimum Size: N/A
      Prisoners will go to a canteen during the Eat phases of the daily regime and
      consume meals provided by a kitchen (see below).
      Several canteens can be supplied by the same kitchen if desired but food can
      be served faster when the kitchen and canteen are close together, ideally
      adjacent inside the same building.
      After researching Micromanagement (and building multiple canteens/kitchens)
      you can use the Logistics menu to assign canteens to service specific cell
      blocks and kitchens to supply specific canteens. This can be used to help to
      balance loads across your catering facilities.
      Canteens can be very busy areas which can lead to conflict. This problem can
      be reduced by building more or bigger canteens, deploying guards or by setting
      different meal times for different prisoner categories in the daily regime.
      Requires: indoors, table (1), serving table (min 1) and bench (min 1)
      You actually only need one table for each canteen regardless of the number of
      prisoners. Inmates will happily eat while sitting at benches without tables.
      That's very efficient but it does look a little weird   |_______| <-- bench
      so you may prefer to use the common arrangement where   |_______| <-- table
      pairs of benches have tables sandwiched between them.   |_______| <-- bench
                                                                        _ _ _ _
      Alternatively you might choose to make your canteen a little   _ |_|_|_|_| _ 
      more fancy by using some chairs instead of benches. You can   |_||_ _ _ _||_|
      fit ten around each table but they are a lot more expensive.     |_|_|_|_|
      Optionally you can add extra objects like toilets, showers, radios, weights
      benches and phone booths so that inmates can satisfy other needs after they
      have finished eating. Allocating two hours to each meal ensures that inmates
      get enough time to eat and then they can use the objects afterwards.
    o Cell                                                       Minimum Size: 2x3*
      Each cell provides accommodation for one prisoner. You can build these in
      various arrangements but it's common to have cell blocks with long straight
      corridors and repeated cells along one or both sides.
        _____________________________________     _______________________________
        _   _____   _____   _____   _____   _       ___   ___   ___   ___   ___
         | |     | |     | |     | |     | |       |   | |   | |   | |   | |   |
        _| |_   _| |_   _| |_   _| |_   _| |_      |   | |   | |   | |   | |   |
        _____|-|_____|-|_____|-|_____|-|_____      |_  | |_  | |_  | |_  | |_  |
        _____   _____   _____   _____   _____
        _   _|-|_   _|-|_   _|-|_   _|-|_   _     ___   ___   ___   ___   ___   _
         | |     | |     | |     | |     | |        _|-|  _|-|  _|-|  _|-|  _|-|
        _| |_____| |_____| |_____| |_____| |_      |   | |   | |   | |   | |   |
        _____________________________________      |   | |   | |   | |   | |   |
                                                   |___| |___| |___| |___| |___|
         Two designs for 2x3 cell corridors       _______________________________
      You should use jail doors on your cells so they can be automatically remotely
      locked during Sleep and Lockup time on the daily regime (see Section 07c).
      Requires: indoors, enclosed, bed (1) or comfy bed (1), toilet (1)
      *It's possible to research the "small cells" option in Bureaucracy which will
      remove the normal 2x3 minimum size requirement but each small cell must still
      be at least three squares (1x3 or 2x2) to fit the mandatory bed and toilet.
      Every cell in a prison will be individually graded with a cell quality rating
      (see Section 08h). Larger cells with optional features like a desk, chair and
      radio have a higher cell quality. Some additions can help to satisfy prisoner
      needs (see Section 07a) during Lockup and Free-Time but extra furniture will
      give more locations to search during Shakedowns.
      Groups of four adjacent 2x3 cells can be neatly converted into either six 1x3
      small cells (to save space) or three 3x3 cells (for a +1 cell quality bonus).
             _________         _________          _________         _________
            |  _______|       |  _______|        |  _______|       |  _____  |
            | |      _        | |_______         | |      _        | |     |_|
            | |_____| |       |  _______|        | |_____| |       | |      _
            |  _______|       | |_______         |  _______|       | |_____| |
            | |      _        |  _______|        | |      _        |  _____  |
            | |_____| |       | |_______         | |_____| |       | |     |_|
            |  _______|  -->  |  _______|        |  _______|  -->  | |      _
            | |      _        | |_______         | |      _        | |_____| |
            | |_____| |       |  _______|        | |_____| |       |  _____  |
            |  _______|       | |_______         |  _______|       | |     |_|
            | |      _        |  _______|        | |      _        | |      _
            | |_____| |       | |_______         | |_____| |       | |_____| |
            |_________|       |_________|        |_________|       |_________|
      Death Row inmates have no daily regime and mostly stay in their cells so they
      should be provided with amenities to satisfy most of their needs. The same
      applies if you transfer prisoners with dangerous or vulnerable reputations
      into SuperMax or Protective Custody and/or keep them on permanent lockdown.
    o Cell (Padded)    (PS4/Xbone 'Psych Ward' DLC required)     Minimum Size: 2x3*
      If you're playing with the "Criminally Insane" game option then each Insane
      prisoner needs a padded cell instead of a standard one. You can build a room
      and designate it as a padded cell, or pick a padded cell from the Quick Rooms
      menu (see Section 06m) or re-designate an existing cell as a padded cell.
      Requires: indoors, enclosed, bed (1) or comfy bed (1), toilet (1)
      The Intake menu (see Section 07b) shows how many padded cells are available.
      *The "small cells" option in Bureaucracy is not applied to padded cells.
    o Chapel                                                      Minimum Size: 6x6
      Inmates with Spirituality needs can visit the multi-faith chapel during their
      Free-Time phases of the daily regime to reduce their needs by praying.
      The chapel also provides a venue for the Spiritual Guidance programme (see
      Section 07f) which also helps to satisfy prisoners with Spirituality needs and
      applies the "Calming" status effect which can help reduce unrest.
      Requires: indoors, altar, pew (min 1), prayer mat (min 1)
      Additional pews/mats can be provided to accommodate the maximum number of 20
      inmates in a Spiritual Guidance meeting.
      This room was added in the Alpha 29 update of the PC game.
    o Classroom                                                   Minimum Size: 5x5
      A classroom is used as a venue for the Foundation Education Programme and
      General Education Qualification classes for inmates and for the Guard Tazer
      Certification session for guards (see Section 07f). Courses will not be run
      automatically - you need to activate them on the Programmes menu.
      Research to unlock: Education
      Requires: indoors, office desk (1), school desk (min 1)
      Each prisoner or guard in a session requires one desk. The maximum possible
      capacity for any session is 20 (for the Foundation Education Programme).
      This room was added in the Alpha 18 update of the PC game.
    o Cleaning                                                    Minimum Size: 2x2
      A dirty prison will fail to satisfy prisoners' Environment needs. You can hire
      janitors for cleaning and you also have the option of constructing one or more
      cleaning rooms and then assigning workers to perform cleaning duties.
      Research to unlock: Maintenance \ Cleaning (to build cleaning room)
                          Maintenance \ Prison Labour (to add prisoner workers)
      For every four squares of floorspace in a cleaning room you can assign one
      prisoner to work there. The maximum number of workers on consoles is twenty so
      there's no point making it any bigger than 80 squares (4 x 20).
      (If you build your cleaning and laundry rooms with an interior width of four
      squares then the interior length will be equal to the number of workers.)
      In PC Update 13 in December 2017 the maximum capacity for workers in a single
      large room was raised from twenty to one hundred.
      Requires: indoors (no mandatory furniture or equipment)
      Large barrels of toxic bleach are automatically delivered to your cleaning
      rooms - these are a source of poison contraband.
      Any areas in your prison coded for Staff (via Security Sectors menu) cannot be
      accessed by prisoner workers so you will need janitorial staff to clean them.
    o Common Room                                                 Minimum Size: N/A
      This is an indoor recreational area which can be used by prisoners during any
      Free-Time phases in their daily regime.
      One common room is required for the Alcoholics Group Therapy programme (see
      Section 07f) plus you need one for the Visitation Rights grant (see Section
      07e) but otherwise a yard can do everything that a common room can.
      Requires: indoors (no mandatory furniture or equipment)
      Although no furniture is required you can add various items to satisfy inmate
      needs such as pool tables, TVs, phone booths, weights benches and seating.
      Extra chairs are also required there for Alcoholics Group Therapy which has a
      maximum group size of 20.
    o Deliveries                                                  Minimum Size: 1x3
      The deliveries zone is where all supplies and materials are delivered. Take
      care not to overwrite it or the delivery trucks will stop stopping!
      If you don't have a reception room (see below) then new prisoners will also be
      delivered here. They will be handcuffed and will patiently wait for a guard to
      escort them to their cell.
      When you start a new prison you'll receive some basic supplies for free - a
      power station with cables and one capacitor, a water pump station with pipes
      and enough bricks to build one hundred squares of brick wall.
      Requires: (no requirements)
      You're free to extend your deliveries, garbage and exports zones along the
      access road and even move one to the opposite side. This can allow multiple
      trucks to be loaded and unloaded at the same time.
      You can also make the set-up more efficient by ensuring that there is no gap
      between the zones and the road and by using concrete tiles or paving stones in
      the area to increase worker movement speed.
    o Execution                                                   Minimum Size: N/A
      This room can be used to execute Death Row prisoners.
      Requires: indoors, electric chair (1)
      You can also add (non-electric!) chairs for the execution witnesses although
      they won't actually use them.
      To save time during the execution process (see Section 11) you can position
      your execution chamber near the main entrance and have your Death Row cells,
      warden's office and security chief's office nearby.
      This room was added in the Alpha 31 update of the PC game.
    o Exports                                                     Minimum Size: 1x3
      The exports zone holds manufactured goods (licence plates, planks and beds)
      from the workshop until a truck is ready to collect and sell them. If you do
      not have a workshop it is also used to sell logs from "dismantled" trees.
      Requires: (no requirements)
      To save time and reduce congestion on the road you should define your exports
      zone immediately next to the road.
    o Forestry                                                    Minimum Size: 5x5
      An outdoor area can be zoned as forestry for farming trees (for timber). Trees
      will be automatically planted by gardeners and automatically chopped down by
      workmen when fully grown.* The logs will be sold if you have an exports zone.
      If you also have a workshop (see below) then all logs will be delivered there,
      made into planks (or beds) and then sold automatically (for more money).
      I remember from watching Kulprit's Alpha gameplay videos a couple of years ago
      that at one stage the trees were OP! :) I think they grew too quickly but that
      issue would've been fixed a long time ago. A large forestry area can still
      provide a substantial supplement to your income though.
      The start-up costs for a large forestry zone are quite high - the gardeners
      will plant about twenty trees for every 300 squares and each tree costs $100
      so you can easily find yourself spending thousands. However each tree yields
      three logs which can be sold for $50 each ($150 total) and the returns are
      even greater if you can process them in one or more workshops.
      *If you want to get maximum value out of your forestry you should hire more
      gardeners if you have a lot of pending "plant tree" jobs or more workmen if
      there are too many pending "dismantle tree" jobs. However you should take care
      to avoid hiring more staff than you need so recruit in small increments.
      Research to unlock: Maintenance \ Groundskeeping
      Requires: outdoors
      If you build an inner and outer perimeter fence (to prevent contraband from
      being thrown in for inmates to collect) you can utilise the otherwise unused
      "no man's land" between the two fences as a forestry zone.
      Forestry is a source of several contraband items and - unless no other route
      is available - there's no need for inmates to access it so it should be coded
      as Staff-only (Security Sectors menu).
      This zone was added in the Alpha 17 update of the PC game.
    o Garbage                                                     Minimum Size: 1x3
      Garbage bags (and wreckage from demolition) will be taken to your garbage zone
      to await collection by trucks.
      It's a good idea to add one or two bins in your kitchens so that staff can
      put garbage into the bins instead of having to walk to the garbage zone.
      Requires: (no requirements)
      If the garbage zone is defined opposite the deliveries zone then trucks can be
      loaded and unloaded at the same time.
    o Holding Cell                                                Minimum Size: 5x5
      A holding cell can provide accommodation shared by multiple prisoners, however
      this can cause conflict so it should only be used temporarily, typically while
      you're constructing new cells for new intake.
      The holding cell provides a quick and easy way to add your initial prisoner
      capacity (and you need one holding cell to pass one of the early grants) but
      once your prison is established and you're building new accommodation before
      the new prisoners arrive you might choose to demolish your old holding cell.
      Requires: enclosed, indoors, bench (min 1), toilet (min 1)
      Optionally you can add other objects like beds and showers to help inmates to
      satisfy their needs. Adding beds will also increase the overall capacity (and
      therefore the valuation) of your prison.
    o Holding Cell (Padded) (PS4/Xbone 'Psych Ward' DLC required) Minimum Size: 5x5
      If you're playing with the "Criminally Insane" game option you can provide a
      padded version of the standard holding cell for your Insane intakes.
      Requires: enclosed, indoors, bench (min 1), toilet (min 1)
    o Infirmary                                                  Minimum Size: N/A*
      This serves as a base for doctors who can heal injured prisoners and staff.
      People waiting to be healed or who are currently being treated will occupy
      medical beds in the infirmary.
      Research to unlock: Health
      Requires: indoors, medical bed (min 1)
      *Since it must contain at least one medical bed the effective minimum size is
      actually 2x2 - but that would be pretty cosy!
      An infirmary is also used for the Pharmacological Treatment of Drug Addiction
      programme (see Section 07f) which requires one bed per drug addict.
    o Kennel                                                      Minimum Size: 4x4
      When you use canine patrols the dogs will get tired (just like staff) and need
      to rest in dog crates in an area designated as a kennel.
      If a dog is injured it will also heal while sleeping in a crate.
      Research to unlock: Security / Patrols / Dogs
      Requires: enclosed, dog crate (min 1)
      A kennel can be either indoors or outdoors so you can choose whether to build
      a walled indoor room or perhaps a nice fenced outdoor paddock with grass.
      If you build kennels at each end of your prison that will reduce the time it
      takes for dog units to travel to/from them.
      This room was added in the Alpha 14 update of the PC game.
    o Kitchen                                                     Minimum Size: N/A
      Cooks working in a kitchen prepare ingredients and deliver them to serving
      tables in canteens. They also clean dirty food trays after service.
      A kitchen will be more efficient if it's built close to the deliveries zone
      and to the canteen/s it serves. Putting the serving tables in the canteen/s
      closer to the kitchen will help a little too.
      Optionally you can supplement your kitchen staff with prison labour.
      Requires: indoors, fridge (min 1), cooker (min 1), sink (min 1)
      The number of fridges governs the number and variety of ingredients that can
      be stored in the kitchen, the number of cookers affects how many staff can
      work in the room plus how many meals can be prepared and the number of sinks
      determines how quickly the kitchen team can clean dirty trays after service.
      Adding a couple of bins to a kitchen will reduce the amount of time it takes
      for cooks to dispose of garbage.
      Research to unlock: Maintenance \ Prison Labour (to add prisoner workers)
      For every twelve squares of floorspace in the kitchen you can assign one
      prisoner to work there. The maximum number of prisoner workers on consoles is
      twenty but in the case of kitchens you can also hire cooks to work there.
      Additionally every prisoner must have passed the Kitchen Safety & Hygiene
      programme (see Section 07f) in order to be able to work in the kitchen.
      In PC Update 13 in December 2017 the maximum capacity for workers in a single
      large room was raised from twenty to one hundred.
      Kitchens are sources of contraband (cutlery) so if you're not using prisoner
      labour they should be zoned for Staff-only (Security Sectors menu).
    o Laundry                                                     Minimum Size: N/A
      Having clean clothing satisfies an inmate's Clothing need. Inmates (plus any
      available janitors) working in laundries will wash and press inmate uniforms.
      Dirty clothes are collected from the cells in baskets, taken to the laundry,
      washed in the washing machines, ironed on the ironing boards and delivered
      back to the cells in the baskets.
      To minimize walking distances you should build your laundry room/s close to
      the cell blocks. After researching Micromanagement you can use the Logistics
      menu to check/change which cell blocks are assigned to each laundry.
      Research to unlock: Maintenance \ Prison Labour
      For every four squares of floorspace in the laundry room you can assign one
      prisoner to work there. The maximum number of workers on consoles is twenty so
      there's no point making a laundry any bigger than 80 squares (4 x 20).
      In PC Update 13 in December 2017 the maximum capacity for workers in a single
      large room was raised from twenty to one hundred.
      Requires: indoors, laundry machine, ironing board, laundry basket
      Larger laundries with more workers will obviously need more equipment. Since
      each basket holds sixteen uniforms you should avoid having a laundry attached
      to fewer than sixteen cells (and add more baskets if you have more cells).
      This room was added in the Alpha 9 update of the PC game.
    o Library                                                     Minimum Size: 5x5
      If you have a library then books will be donated to the prison and delivered
      to the library. Books arrive unsorted in boxes and need to be sorted by the
      prisoner/s working there.
      Inmates can visit the library during Free-Time and borrow a book to take away
      with them to satisfy their Literacy need. (Unlike the shop, the library does
      not require the staff to be present to serve customers.)
      After a borrowed book is returned it is sorted and becomes available to read
      again. Eventually a book will become worn out and treated as garbage but new
      deliveries of books should maintain the library's stock.
      Research to unlock: Maintenance \ Prison Labour
      For every twelve squares of floorspace in the library you can assign one
      prisoner to work there. The maximum number of workers on consoles is twenty so
      there's no point making your library any bigger than 240 squares (12 x 20).
      Additionally on consoles a prisoner must have passed the Foundation Education
      programme (see Section 07f) in order to be able to work in the library.
      In PC Update 13 in December 2017 the maximum capacity for workers in a single
      large room was raised from twenty to one hundred. Also Foundation Education is
      no longer required and instead prisoners are assessed on their academic skill
      so it's easier to get your libraries operational.
      Requires: indoors, sorting desk (min 1), library shelf (min 1)
      If you find your library getting filled with boxes of unsorted books then you
      need to add more sorting desks and/or workers.
      This room was added in the Alpha 29 update of the PC game.
    o Mail Room                                                   Minimum Size: 5x5
      If you have a mail room then letters will arrive at the prison each day and
      then be sorted and delivered by guards and/or prisoners. When an inmate gets a
      letter from home it helps satisfy their Family, Recreation and Comfort needs.
      Research to unlock: Maintenance \ Prison Labour
      For every twelve squares of floorspace in the mail room you can assign one
      prisoner to work there. The maximum number of workers on consoles is twenty so
      there's no point making your mail room any bigger than 240 squares (12 x 20).
      In PC Update 13 in December 2017 the maximum capacity for workers in a single
      large room was raised from twenty to one hundred.
      Requires: indoors, sorting desk (min 1), table (min 1)
      If you start getting mail bags and satchels building up in your mail room then
      you should add more desks and/or staff.
    o Morgue                                                      Minimum Size: N/A
      The mortuary is used to store dead bodies until they can be collected.
      It's okay to not have a morgue if you're happy with having corpses everywhere!
      Research to unlock: Health
      Requires: indoors, morgue slab (min 1)
      A morgue is often built next to an infirmary. Since there is no requirement
      for either room to be individually enclosed it's permitted to have both in the
      same building without a dividing wall. Not so nice for the patients though!
    o Office                                                      Minimum Size: 4x4
      You will need to have one office each for the admins - your warden, lawyer,
      accountant, security chief, foreman and psychologist/s (see Section 08c); also
      for your psychiatrist/s if you're playing with the Criminally Insane option in
      the 'Psych Ward' DLC (PS4/Xbone only).
      When you hire a new administrator they will claim one available office at
      random. If you want them to use a specific room then ensure that there are
      no other vacant offices (you can temporarily remove "office" designations).
      It's possible to build open-plan spaces with several offices in a single room
      but you need to leave a gap between each "office" when designating them, for
      example you can fit three 4x4 offices in a room with a 4x14 interior.
      Requires: indoors, office desk (1), chair (1), filing cabinet (1)
      Offices are simply required to accommodate your administrative staff so there
      is no benefit in making the offices larger or adding additional furniture,
      except psychiatrists need a wide sofa for their Psychiatric Consultation.
      Most of the offices can be safely built at the outskirts of your prison site
      although you might want the foreman's office closer to the workshop/s and the
      psychologist nearer the common room as they're required for programmes there.
      If you plan on taking Death Row inmates and doing lots of executions then you
      might also want to put your warden and chief nearer the execution chamber!
    o Parole                                                      Minimum Size: 4x4
      If you have a parole room and run Parole Hearing programmes (see Section 07f)
      then prisoners will have parole hearings to determine if they are eligible
      for early release from prison.
      An inmate may become angry if their parole is denied so you should maintain a
      security presence in the parole rooms!
      Parole rooms are also used by Death Row prisoners to appeal against their
      death sentence via the Death Row Appeal programme (see Section 07f).
      Requires: indoors, visitor table (1)
      The early release bonuses are pretty handy so if you find yourself getting a
      backlog of parole hearings (shown on To-Do List) you should build additional
      parole rooms and schedule additional hearings.
      It's possible to divide a large indoors space into several parole rooms but
      you need to leave a gap between each one when designating them as parole -
      this allows one deployed guard to oversee several tables.
      Personally I prefer to build a block of 5x4 rooms (tables fit neatly) and add
      connecting doors between them for guards on patrol routes. 
    o Reception                                                   Minimum Size: N/A
      This optional room will usually be located near the main entrance of the
      prison. All new prisoners will be stripped on arrival, searched, issued with a
      new prison uniform and then escorted to their cell.
      Requires: indoors, office desk (1), table (1), chair (1)
      The search will detect any contraband on the new prisoners but the reception
      requires a significant level of staffing to operate.
      This room was added in the Alpha 31 update of the PC game.
    o Security                                                    Minimum Size: 4x4
      Most idle guards will wait in a security office so you can build these rooms
      close to danger hot-spots or in central locations to provide a faster response
      time when there's trouble.
      Also your prison must have at least one security room to activate an informant
      (see Section 08j) to receive intel about reputations and contraband. Putting
      a security office near the cell blocks will save time for that.
      If you're playing with the optional gangs system a security office with a door
      opening directly onto a common room or yard will project the influence of the
      guards to make it harder for gangs to capture the territory.
      Research to unlock: Security (and hire chief)
      Requires: office desk (1), chair (1), filing cabinet (1)
      Optionally you can also build your CCTV monitors, phone taps and remote door
      controls in a security office. These devices will all still function if placed
      in other areas but if you have them all together then you only need a small
      number of extra guards to provide cover when the guards manning the equipment
      get tired and go on a break in a staff room.
    o Shop                                                       Minimum Size: 4x4*
      At the commissary your prisoners can buy soap and shampoo to reduce their
      Hygiene need, towels and blankets for their Comfort need, snacks for their
      Food need and (ahem) specialist magazines for their (ahem) Recreation need.
      Update 13 on the PC version of the game added the Luxuries need which can also
      be satisfied by buying items from the shop.
      All items sold by the store cost $5 each. Prisoners can spend the money which
      they earn from prison labour ($0.50/hour), from trading contraband and from
      gifts received from their visitors.
      The potential to buy shop goods with their wages encourages inmates to attend
      their work duties (but therefore reduces their urge to sign up for courses).
      Research to unlock: Maintenance \ Prison Labour
      For every twelve squares of floorspace in the shop you can assign one prisoner
      to work there. The maximum number of workers on consoles is twenty so there's
      no point making a shop any bigger than 240 squares (12 x 20).
      In PC Update 13 in December 2017 the maximum capacity for workers in a single
      large room was raised from twenty to one hundred.
      *A shop needs one worker per serving counter plus at least one more to process
      the goods so a store with the minimum requirement of one "shop front" actually
      needs to be at least 24 squares (e.g. 4x6 or 5x5) in order to be operational.
      Prisoners can visit the shop during Free-Time phases on their daily regime
      (see Section 07c) but of course there will need to be prisoners working there
      at the same time! Inmates do prison labour during Work phases but any inmates
      without assigned job duties get Free-Time instead. You could also schedule
      simultaneous Work and Free-Time phases for different categories of prisoner.
      Requires: indoors, table, shop shelf (min 1), shop front (min 1)
                                                                   _______     ___
      The shop front (the |===| in my picture) is a counter for   |  _____|===|_  | 
      serving customers. It must always be built into a wall and  | |           | | 
      it must face onto an indoor area, either another defined    | |  S H O P  | |
      room such as a common room or a corridor. The shop front    | |           | |
      sprite will be automatically oriented so that the correct   | |_   _______| |
      sides face the interior and exterior.                       |___|-|_________|
      This room was added in the Alpha 34 update of the PC game.
    o Shower                                                      Minimum Size: N/A
      Any prisoner with a high Hygiene need will use an available shower head during
      the Shower, Free-Time or Lockup phases of their daily regime. A shower room
      provides a communal shower that can be used by several inmates at the same
      time, although you could also install shower heads elsewhere, for example in
      the yard or in individual cells (for a +1 bonus to cell quality).
      Requires: shower head (min 1)
      Adding more shower heads increases the capacity of a shower room. Optionally
      you can build individual cubicles or interior walls for mounting shower heads
      but these are not required. Having a larger shower room with spacing between
      the shower heads will help reduce any trouble there but better options are to
      have the showers in each cell and to include Free-Time on the daily regime
      instead of mandatory Shower time for all prisoners at the same time.
      Shower rooms can often cause flooding so they should always be fitted with
      drains around or under the doorway/s.
    o Solitary                                                    Minimum Size: N/A
      After researching Prison Policy you can use the Policy menu (see Section 07d)
      to set punishments for a variety of offences. These punishments can either be
      lockdown (in the prisoner's own cell) or solitary (in a solitary cell). Both
      punishments give the "Suppressed" status effect (see Section 08b) but solitary
      confinement suppresses inmates twice as fast.
      Food will be delivered by a guard if necessary and adding a toilet to each
      individual cell can prevent problems with Bladder/Bowels needs.
      Requires: enclosed (no mandatory furniture or equipment)
      Since there is no minimum size or object requirement for a solitary cell you
      can make them 1x1 (surrounded by seven wall/fence sections and one door). This
      is sufficient for a single prisoner (and a toilet if you want to add one).
         _____                         _________________________
        |  _  |                       |  _   _   _   _   _   _  | - a block of six
        | |0| | - one solitary cell   | |0| |0| |0| |0| |0| |0| |   solitary cells
        |_|=|_|    (with toilet)      |_|=|_|=|_|=|_|=|_|=|_|=|_|   sharing walls
      You can build small blocks of solitary cells in any random spare spaces in
      your prison or a row of several if you have a long narrow area to fill. They
      don't need to be indoors and can be built outdoors using walls or fences.
      If you don't have enough solitary cells to meet demand you'll get a backlog of
      waiting prisoners (shown on your To-Do List) who'll be kept cuffed in their
      cells until a solitary space is available. Prisoners in this situation will
      soon end up with several critically unsatisfied needs.
      Some inmates can be recruited from solitary as informants (see Section 08j) -
      it's convenient to keep all your solitary cells in the same area so that you
      can check them all more quickly.
    o Staff Room                                                  Minimum Size: 4x4
      When a member of staff is tired they need to rest and they will recover much
      faster in a staff room. (Instead of using a staff room, tired armed guards
      will go to the armoury and guard dogs recover in dog crates in the kennel.)
      Requires: indoors, sofa (wide), drink machine
      There is no need to make a staff room any larger than the 4x4 minimum or to
      add any extra items - it's the room itself that gives the recovery effect.
      If you build a staff room near the centre of your prison or staff rooms at
      each end of the site that will reduce the time it takes for tired staff to
      travel there and back.
      A staff room is a source of contraband items so it should be zoned for Staff.
      This room was added in the Alpha 15 update of the PC game.
    o Storage                                                     Minimum Size: N/A
      When you dismantle an object it will be packed back into its crate and left in
      the same location but if you have a storage zone/room it will be transferred
      there instead so you can keep the object for next time and have a tidier jail
      too. Logs from trees and leftover building materials will also go to storage.
      Having storage in a central location will make it quicker for your workmen to
      collect objects and materials for building and logs for the workshops.
      Requires: (no requirements)
      Any undesignated area can be defined as storage. It has no requirements to be
      indoors/outdoors, enclosed by walls or furnished. However storage is a source
      of several contraband tools so the area should either be zoned as Staff-only
      (Security Sectors menu) or enclosed by walls with metal detectors on all the
      doorways (and a guard nearby to confiscate contraband).
    o Visitation                                                  Minimum Size: N/A
      Once you have a visitation room prisoners will receive visits from family
      members there - this helps to reduce their Family needs.
      The To-Do List shows how many families are currently waiting to visit inmates.
      Visiting hours are between 8am and 8pm daily.
      Requires: indoors, visitor table (min 1)
      Additional tables allow multiple prisoners to have visits at the same time.
      Each prisoner with visitors will receive a cash gift of approximately $5-$10
      from their relatives but it always seems to be a random amount like $7.54 or
      $9.08 as if they've emptied all their pocket change or something! Inmates can
      spend their money at the shop or use it to buy contraband items.
      Visitation can be a significant source of contraband so it's a good idea to
      have a metal detector and a guard dog assigned to find smuggled goods.
      In the PC version of the game you have the option of using visitation booths
      instead of tables. These prevent the transfer of contraband if you build the
      room with a full row of booths across the width of it such that prisoners can
      only access one side of the room and visitors the other.
    o Workshop                                                    Minimum Size: 5x5
      Prisoners working in a workshop can use a workshop saw bench to cut sheet
      metal and then a workshop press bench to make it into licence plates. Metal is
      delivered automatically and finished licence plates are taken to the exports
      zone (see below) and sold for money.
      Each piece of sheet metal costs $10 and can be cut into two licence plate
      blanks which will be pressed into two licence plates that sell for $10 each.
      A workshop saw bench can also cut wood into planks. If you add an optional
      carpentry table and have at least one qualified carpenter then you can make
      planks into beds. Planks and beds can also be sold for money.
      Each new tree costs $100 and when it's fully grown it will provide three logs
      (when it's chopped down or "dismantled") which can be sold for $50 each. If
      you have a workshop then each log will be cut into four planks which can also
      be sold for $50 each. If you have a carpenter table with a trained operator
      every six planks will be used to make a bed which can be sold for $400 each.
      The process of farming trees for production can be automated by designating a
      forestry zone (see above) with at least one gardener to plant the trees.
      Research to unlock: Maintenance \ Prison Labour
      For every twelve squares of floorspace in the workshop you can assign one
      prisoner to work there. The maximum number of workers on consoles is twenty so
      there's no point making a workshop any bigger than 240 squares (12 x 20).
      In PC Update 13 in December 2017 the maximum capacity for workers in a single
      large room was raised from twenty to one hundred.
      Every workshop labourer requires either a workshop saw bench, workshop press
      bench or carpentry table. Additionally every prisoner must have passed the
      Workshop Safety Induction programme (see Section 07f) in order to be able to
      work in the workshop. The Carpentry Apprenticeship programme is also required
      to use the carpenter table to make beds.
      Requires: workshop saw (min 1), workshop press (min 1), table (min 1)
      A workshop requires one standard "table" (the carpenter tables are optional).
      A workshop must always have at least one press but it's only used for making
      licence plates so you might want to avoid wasting money, space and power on
      further presses if you intend to focus on the timber economy.
      Workshops are a significant source of contraband - several types of tools can
      be used as weapons or to dig escape tunnels. Most of these contain metal so
      you'll benefit from having metal detectors on your workshop doors and guards
      deployed nearby to confiscate illicit items. Guards deployed actually inside
      the workshops will help discourage theft also.
    o Yard                                                        Minimum Size: 5x5
      All prisoners will go to a yard during a Yard phase of the daily regime and
      they also have the option of using them during any Free-Time.
      Visiting a yard helps satisfy an inmate's Freedom need. He can also reduce his
      Exercise need by jogging there (so you should build pathways for this).
      Requires: secure (no mandatory furniture or equipment)
      An outer wall or fence around your entire prison site is enough to make a yard
      "secure" - the yard doesn't need to be individually enclosed (however that can
      be useful during a Lockdown).
      Although no furniture is required you can add various items to reduce inmate
      needs such as phone booths, weights benches, showers, toilets and seating or
      even pews, prayer mats, radios and pool tables!
      The following extra rooms are only available in the PC edition of the game:
    o Dormitory (added in PC Update 1)                            Minimum Size: 2x3
      Even if a normal cell is given additional beds it can only provide prisoner
      accommodation for one inmate, however Update 1 added the option of creating
      dorms which can be used to house two or more prisoners.
      The minimum 2x3 cell (with either two beds or one bunk bed) can accommodate
      two prisoners but you can increase the capacity by adding more beds and making
      the dormitory larger - you require four squares of floorspace per person if
      you want three or more prisoners.
      Requires: enclosed, indoors, bed or bunk bed (min 1), toilet (min 1)
      Using dormitories allows you to pack more inmates into any given area but
      sharing a room will fail to satisfy their Privacy needs unless you have more
      than twelve squares of floorspace per person! It will also make it easier for
      them to work together on digging escape tunnels.
      You can increase the quality of a dorm like a normal cell by increasing the
      floorspace and by adding a shower, chair, TV, etc, except now the requirements
      scale with the number of prisoners allocated to the room, for example you need
      to have one exterior window per every eight inmates for the +1 bonus.
    o Family Cell (added in PC Update 2)                          Minimum Size: 4x4
      Update 2 added the option of creating a women's prison where there's a random
      chance that any new prisoner will be a mother with a baby. Each mother needs a
      family cell which is larger than a normal cell and has more features.
      Requires: enclosed, indoors, bed, toilet, crib, shower head (and drain!)
      A family cell can only be used by a prisoner who has a baby.
    o Nursery (added in PC Update 2)                              Minimum Size: N/A
      The nursery was also added as part of Update 2. It functions as a communal
      area where mothers and their babies can spend their time.
      Requires: crib (min 1), play mat (min 1), serving table, table, bench
      The serving table, bench and table are required because once a nursery is
      provided any mothers will eat all their meals there instead of a canteen. A
      nursery doesn't require its own kitchen however - food will be delivered by
      kitchen staff from an existing kitchen.
      Inmates without babies will not eat in a nursery - they need a canteen.
    o Staff Canteen (added in PC Update 11)                       Minimum Size: N/A
      If you're playing with the optional staff needs system (see Section 07a) and
      you code a canteen as Staff-only it will be labelled as a "staff canteen".
      Requires: indoors, table (1), serving table (min 1) and bench (min 1)
      Members of your security staff will use the staff canteen during their breaks
      and eat the food provided in order to satisfy their Food needs.
      Instead of prison kitchen food they can enjoy delicious sandwiches, crisps
      (potato chips) and fresh fruit delivered by an external catering supplier.
      It's not essential to provide a staff canteen - you also have the option of
      putting serving tables into your staff rooms instead.
    | Section 06e | Objects                                                   s06e |
    The game includes a wide variety of furniture, appliances and other equipment
    which you can add to your prison layouts.
    - Some objects are required to make rooms valid (see Section 06d).
    - Some objects can be added to cells or communal areas (e.g. yards, common rooms
      and canteens) and used by prisoners to satisfy their needs (see Section 07a).
      (Inmates will only use objects that are located in designated rooms/zones.)
    - Some objects can be used by prisoners or staff to perform tasks like cooking
      meals, sawing wood or monitoring CCTV.
    - Some objects (now marked with a green "+" in the console menus) will enhance
      the quality rating of a cell (see Section 08h).
    When browsing the Objects menu you can tap Square to sort the list by spelling,
    quantity and price or to filter the list to show only items that can be used to
    improve cell quality or useful items for the room that your cursor is currently
    hovering over (e.g. school desks for a classroom). If you find your objects list
    switching as you move your cursor you have the contextual room filter on.
    (The PC edition also has a search function where you can type object names. It
    has the developer cheat mode too which lets you add objects (and staff) without
    any cost by using the "Spawn" toolbar button.)
                                                                             _ _ _
    o Altar [$500]                                                    Size: |_|_|_|
      This is required for a chapel but it doesn't actually do anything.
                                                                               _ _
    o Bed [$200]                                                        Size: |_|_|
      This is required for a cell. It's used by a prisoner to satisfy their Sleep
      need during the Sleep phase of the daily regime. It also provides Comfort.
      If you have prisoners spending a lot of time in your holding cell (or even in
      solitary cells!) then you could consider placing beds there too.
                                                                           _ _ _ _
    o Bench [$30]                                                   Size: |_|_|_|_|
      This is required for a holding cell or canteen. Each bench provides seating
      for up to four prisoners.
      Benches can also be placed in other areas as a cheap way to provide Comfort.
    o Bin [$20]                                                           Size: |_|
      These can optionally be used to provide local storage for garbage before it's
      collected and taken to the garbage zone by workmen. Bins in the kitchen and
      canteen allow catering staff to dispose of waste more efficiently.
    o Bookshelf [$30]                                                     Size: |_|
      A bookshelf in a cell gives a +1 bonus to cell quality.
      It's supposed to provide Recreation but it appears to be broken so use a TV or
      radio instead. It doesn't satisfy Literacy either - you need a library.
      (I'd love to see library trolleys added to the game. They could function like
      the laundry baskets and deliver books to prisoners on permanent lockdown.)
                                                                             _ _ _
    o Carpenter Table [$1500]                                         Size: |_|_|_|
      This is an optional object for a workshop. After logs have been sawed into
      planks they can be processed on carpenter tables to make beds.
      Six planks can be made into one bed which can be sold for $400.
      Research to unlock: Maintenance \ Prison Labour
      A prisoner needs to pass the Carpentry Apprenticeship programme (see Section
      07f) in order to be qualified to operate a carpenter table.
      Once a bed has been completed inmates will be unable to use the table until
      the bed is removed by a workman for export so you might want to add additional
      tables or hire more workmen.
    o CCTV [$200]                                                         Size: |_|
      CCTV (Closed-Circuit Television) cameras can be installed in rooms/corridors
      to remove the "fog of war" effect - this allows you to observe inmate activity
      in areas where there are no guards.
      Each camera must be connected to a manned monitor station (see below).
      Research to unlock: Security \ Surveillance
      Requires: electricity supply + wiring
      If you're not playing with fog of war enabled then CCTV cams serve no purpose
      although they do look kinda cool.
                                                                             _ _ _
    o CCTV Monitor [$1000]                                            Size: |_|_|_|
      Surveillance cameras (see above) must be connected to a CCTV monitor station
      manned by a guard in a security room. Each station can effectively monitor up
      to eight CCTV cameras at the same time.
      Research to unlock: Security \ Surveillance
      Requires: electricity supply + wiring + guard
    o Chair [$30]                                                         Size: |_|
      This is required for an office, security room or reception. Chairs are also
      required in a common room for an Alcoholics Group Therapy session and in a
      psychologist's office for Behavioural Therapy sessions.
      Additionally a chair in a cell gives a +1 bonus to cell quality.
                                                                               _ _
    o Cooker [$500]                                                     Size: |_|_|
      This is required for a kitchen. It's used to cook ingredients for meals.
      You should have one cooker for each cook (or prisoner) working there.
      One cooker can cook 10 items each of two different ingredients in four hours.
      Requires: electricity supply
                                                                               _ _
    o Dog Crate [$100]                                                  Size: |_|_|
      This is required for a kennel. A tired guard dog can use a dog crate to rest
      in the same way that a tired guard can use a staff room. An injured dog can
      also heal while in a crate.
      Research to unlock: Security \ Patrols \ Dogs
      You don't need one crate per dog because only some of the dogs will be tired
      (or injured) at any given time.
    o Door (Jail) [$200]                                                  Size: |_|
      This door should be used for cells where it will be automatically locked for
      Sleep and Lockup time in the daily regime (see Section 07c).
      They can also be added elsewhere in the prison to increase security. However
      only guards (or prisoners with stolen keys!) can unlock jail doors so that can
      cause major delays if there aren't any guards nearby.
      The alternatives are to use automated systems (see Section 06h) or simply to
      lock the door open (you can still override that with the "Lockdown" command).
                                                                               _ _
    o Door (Large Jail) [$350]                                          Size: |_|_|
      This is twice the width of the standard jail door so it can be beneficial at
      bottlenecks where large groups of prisoners require access simultaneously, for
      example at entrances to cell blocks, canteens and yards.
      In areas with very high traffic you can combine this large door with a normal
      jail door or another large jail door to cover a width of three or four squares
      when you need a very big entrance for a room or to span a wider corridor. The
      adjacent doors will need to slide open in opposite directions if you want to
      automate them with servos.
    o Door (Remote) [$500]                                                Size: |_|
      This is a heavy security door which cannot be opened directly by a guard (or
      a prisoner with stolen keys). It is only operated via a door servo.
      Research to unlock: Security \ Remote Access
      Requires: door servo (with electricity supply) + wiring
    o Door (Solitary) [$500]                                              Size: |_|
      This is a very tough metal door which can only be opened by a guard.
      Despite the name it's not required for a solitary cell.
    o Door (Staff) [$100]                                                 Size: |_|
      This type of door can be opened by all members of prison staff (including the
      janitors, cooks, gardeners) in addition to guards.
    o Door (Standard) [$50]                                               Size: |_|
      This is a basic door which can be used on any rooms which do not require
      security or a wider entrance.
                                                                               _ _
    o Door Control System [$1000]                                       Size: |_|_|
      A door servo can be operated remotely if it's wired into a powered and manned
      door control terminal (usually located in a security office).
      Research to unlock: Security \ Remote Access
      Requires: electricity supply + wiring + guard
    o Drain [$20]                                                         Size: |_|
      These can be used to restrict flooding from showers (and sprinklers). You can
      build drains in or across the doorways of shower rooms or deluxe cells with
      individual showers.
      You can also get a flood when a rampaging prisoner damages his cell toilet!
    o Drink Machine [$500]                                                Size: |_|
      This is required for a staff room but it doesn't actually do anything (so it
      doesn't need electrical power).
                                                                               _ _
    o Electric Chair [$5000]                                            Size: |_|_|
      This is required for an execution room.
      Requires: electricity supply (lots!)
      The chair will usually need additional capacitors or even a whole new power
      station but the execution process includes a power check so you will be told
      if you need to increase its electrical supply.
    o Filing Cabinet [$30]                                                Size: |_|
      This is required for an office or security room but it has no function.
                                                                               _ _
    o Fridge [$500]                                                     Size: |_|_|
      This is required for a kitchen. It's used to store cookery ingredients that
      have been transferred to the kitchen from the delivery zone.
      One fridge can hold 20 items each of two different ingredients so you'll need
      more refrigerators when serving medium or high variety meals.
      Requires: electricity supply
    o Guard Locker [$200]                                                 Size: |_|
      This is required for an armoury. Each armed guard requires one guard locker.
      Research to unlock: Security \ Armoury
                                                                               _ _
    o Guard Tower [$3000] (added in PC Update 3 and Community Update)   Size: |_|_|
      A guard tower provides a vantage point for a sniper (see Section 08c).
      Research to unlock: Security \ Armoury \ Guard Towers
      Requires: sniper
      They can be built to increase the security of your perimeter and to provide a
      suppression effect in more dangerous outdoor areas like yards.
      Each tower must be positioned so that it's accessible to the sniper. On PS4
      the two tiles directly behind (above) the tower must not contain walls.
                                                                             _ _ _
    o Ironing Board [$100]                                            Size: |_|_|_|
      This is required for a laundry. They're used to iron clothing after washing.
      Research to unlock: Maintenance \ Prison Labour
    o Laundry Basket [$100]                                               Size: |_|
      This is required for a laundry. It's a wheeled hamper used by prisoners and
      janitors to carry clean clothing from the laundry to the cells and dirty
      uniforms in the opposite direction. 
      Research to unlock: Maintenance \ Prison Labour
      Each basket can hold sixteen uniforms so you should add more if you've got a
      big laundry serving a large number of cells. For the same reason it's best to
      not have a laundry assigned to fewer than sixteen cells - you can check this
      in the Logistics menu (see Section 08h) after unlocking Micromanagement.
    o Laundry Machine [$1000]                                             Size: |_|
      This is required for a laundry. It's used to wash dirty clothing.
      Research to unlock: Maintenance \ Prison Labour
      Requires: electricity supply + water supply
                                                                             _ _ _
    o Library Shelf [$250]                                            Size: |_|_|_|
      This is required for a library. It's used for storing/displaying the books.
      Prisoners with Literacy needs borrow books directly off the library shelves.
      Research to unlock: Maintenance \ Prison Labour
    o Light [$30]                                                           Size: o
      Lights are used to illuminate rooms/corridors (at any time) or outdoor areas
      (at night). In the console games indoor lights are always added automatically
      to all indoor areas but you can also add/move/remove them manually.
      If a room remains dark despite having lights installed and powered then you
      probably have the "fog of war" option enabled and you need to either fit CCTV
      cameras or deploy guards there.
      Requires: electricity supply (if indoors)
      Indoor lights will receive power if there is an electrical cable no more than
      fifteen squares away in the same room (or just outside a doorway).
      Outdoor lights don't require a power supply. They probably have solar cells.
      Cells, geddit?! :)
                                                                               _ _
    o Medical Bed [$500]                                                Size: |_|_|
      This is required for an infirmary. An injured prisoner or guard in a medical
      bed will be treated by one of the doctors. One customer per bed!
      Research to unlock: Health
      An empty bed is also needed by each patient on the drug rehab programme.
    o Metal Detector [$1000]                                              Size: |_|
      These can be placed in front of doorways and used to find metallic contraband
      items on prisoners (which will be confiscated if there's a guard nearby).
      Since each metal detector is only one square wide you will need two to cover
      a large jail door or possibly even more to span the width of a corridor (if
      you don't want to add wall sections to create a bottleneck).
      These are most efficiently placed in entrances that are used by all prisoners
      several times per day for example at cell blocks and canteens.
      Requires: electricity supply
                                                                               _ _
    o Morgue Slab [$100]                                                Size: |_|_|
      This is required for a morgue. They're used to store dead bodies prior to
      being transported away from the prison. One customer per slab!
      Research to unlock: Health
                                                                               _ _
    o Office Desk [$30]                                                 Size: |_|_|
      This is required for an office, classroom, security room or reception but it
      doesn't actually do anything (so that computer doesn't need power).
      Additionally an office desk in a cell gives a +1 bonus to cell quality.
                                                                           _ _ _ _
    o Pew [$200]                                                    Size: |_|_|_|_|
      This is required for a chapel. It can be used to seat up to four prisoners in
      a Spiritual Guidance session. Additional pews provide extra capacity.
      They can also be placed in communal areas to allow prisoners to reduce their
      Spirituality need by praying.
    o Phone Booth [$300]                                                  Size: |_|
      Prisoners (specifically the ones with family members) can use these optional
      objects to phone home and hence reduce their Family need.
      You would typically place these in communal areas like canteens, yards and
      common rooms. If all your phones are used often and prisoners still have unmet
      Family needs then you should probably build more phones or visitation.
      Phones can also be bugged with a phone tap (see below) to provide intel.
      Death Row inmates and prisoners on permanent lockdown can be given a phone in
      their cell for family contact.
    o Phone Tap [$1000]                                                   Size: |_|
      This functions similarly to a CCTV Monitor - it would be positioned inside a
      security room and manned by a guard but instead of being wired to CCTV cameras
      you connect it to phone booths (see above).
      (In the PC version of the game they can also be used on visitation booths.)
      Each phone tap can be linked to several telephones but the guard using it can
      only monitor one conversation at a time. If the prisoner talking has a hidden
      reputation (see Section 08b) this will become revealed.
      Research to unlock: Security \ Surveillance
      Requires: electricity supply + wiring + guard
                                                                             _ _ _
    o Pool Table [$300]                                               Size: |_|_|_|
      This would usually be located in a common room (or yard) where it can be used
      by one or two prisoners during Free Time to reduce their Recreation need.
    o Prayer Mat [$50]                                                    Size: |_|
      This is required for a chapel. Each mat can be used to seat one prisoner in a
      Spiritual Guidance session there. Four adjacent prayer mats provide the same
      seating capacity as a pew (see above).
      They can also be placed in cells and communal areas to allow prisoners to
      reduce their Spirituality need by praying.
    o Radio [$100]                                                        Size: |_|
      This can be used to satisfy prisoners' Recreation needs. It's battery-powered
      so it doesn't need an electricity supply.
      Additionally a radio in a cell gives a +1 bonus to cell quality.
      On consoles each radio can be used by one inmate standing directly in front of
      it. Since Update 8 in the PC edition one radio gives a Recreation benefit to
      all prisoners in the room and with the addition of staff needs in Update 11
      you can use radios (and other items) to satisfy staff Recreation needs too.
                                                                       _ _ _ _ _ _
    o Road Gate [$1000]                                         Size: |_|_|_|_|_|_|
      This provides a movable barrier across the access road.
      These allow you to construct a secure perimeter around your prison's main
      entrance with gates across the road and a fence on the opposite side. They
      are especially important when expanding your jail into the eastern side.
      Requires: guard or door servo + wiring
      A gate needs to be operated either by a guard or via remote control. If there
      is no guard available (either at the gate or on the control desk) or if the
      power supply is interrupted (ditto) then the gate will not open automatically.
      If your north gate is stuck shut it will block all incoming delivery trucks,
      prisoner buses and emergency vehicles or if the south gate gets stuck it can
      cause a tailback which leaves the north gate wide open for escapes.
      You can use a patrol route to station a guard near a gate or deployment to
      keep guards (including a backup) in a security room. Otherwise in a critical
      situation you can click on a gate to open it manually.
                                                                               _ _
    o School Desk [$30]                                                 Size: |_|_|
      This is required for a classroom where most education programmes are taught.
      Each desk provides seating for one student in the classroom.
      Research to unlock: Education
                                                                         _ _ _ _ _
    o Serving Table [$20]                                         Size: |_|_|_|_|_|
      This is required for a canteen. Meals cooked in the kitchen/s are delivered to
      serving tables. Prisoners then take food and a tray from there and sit on any
      available bench or chair to eat their meal.
                                                                               _ _
    o Shop Front [$500]                                                 Size: |_|_|
      This is required for a shop. It must be built into a wall and functions as the
      serving counter with shop staff on one side and customers on the other.
      Don't leave a gap in the wall for the counter - just build a full-length wall
      as usual and then add the shop front on top of it.
      Research to unlock: Maintenance \ Prison Labour
                                                                             _ _ _
    o Shop Shelf [$250]                                               Size: |_|_|_|
      This is required for a shop. It's used for storing/displaying the goods.
      Research to unlock: Maintenance \ Prison Labour
    o Shower Head [$20]                                                   Size: |_|
      These are required for a shower room but you can also build shower heads in
      communal areas like yards and canteens so inmates can use them as necessary.
      Additionally a shower in a cell gives a +1 bonus to cell quality.
      Shower heads don't need to be mounted on a wall but they look neater if they
      are. You might choose to build additional walls within a shower room for this.
      It's possible to build a shower head over a toilet which allows you to boost
      the cell quality without needing additional space or plumbing. Personal cell
      showers also eliminate the threat of violence in communal shower rooms.
      Showers always cause flooding so you should build drains around them or under
      the doorway of a room with a shower to prevent water from spreading.
      Requires: water supply / water supply and hot water supply (PC only)
      If you are playing with the optional temperature system on PC then you can
      choose whether to provide hot or cold showers! A shower head connected to the
      standard water network will give a cold shower which causes the suppressive
      "Frigid" effect but also greatly increases Warmth and Comfort needs. However
      if a shower head is also connected to a water boiler via hot water pipes it
      will give hot showers which helps to satisfy the Warmth need instead.
                                                                             _ _ _
    o Sink [$20]                                                      Size: |_|_|_|
      This is required for a kitchen. It's used to wash dirty food trays.
      The number of sinks needed depends on both the number of prisoners being fed
      and the number of hours between meals in the daily regime.
      Requires: water supply / water supply and hot water supply (PC only)
      If you are playing with the optional temperature system on PC your cooks will
      wash trays more slowly unless their sinks are connected to a water boiler.
                                                                               _ _
    o Sofa (Standard) [$200]                                            Size: |_|_|
      This can be used as a decorative item in staff rooms and common rooms.
                                                                               _ _
    o Sofa (Wide) [$300]                                                Size: |_|_|
      This is required for a staff room. (Remember to use this two-seater version.)
      It's also needed for a psychiatrist's office if you have the 'Psych Ward' DLC
      (PS4/Xbone only) and you want to run the Psychiatric Consultation programme.
                                                                             _ _ _
    o Sorting Desk [$100]                                             Size: |_|_|_|
      This is required for a library or mail room. It's used for sorting books/mail.
    o Sprinkler [$20]                                                     Size: |_|
      These can reduce the rate at which a fire spreads through the prison thus
      buying more time for the emergency services to respond to the situation.
      Requires: water supply
      If the fire damages the water pump station supplying the sprinklers (or the
      electrical generator powering it) then the sprinkler system will be disabled.
                                                                           _ _ _ _
    o Table [$100]                                                  Size: |_|_|_|_|
      This is required for a canteen, workshop, armoury or mail room. They can also
      optionally be used to store clothing in a laundry.
    o Toilet [$100]                                                       Size: |_|
      This is required for a cell. It's used by prisoners to relieve their Bladder
      and/or Bowels needs.
      You can never have too many toilets available! You can add them in any area
      where prisoners spend their time, for example yards, solitary cells and even
      inside the canteen. You don't need to build rooms or dividing walls around
      them - inmates aren't that fussy. (when you gotta go, you gotta go!)
      Requires: water supply
      Escape tunnels always start from cell toilets.                         _ _ _
    o Tree [$100]                                                     Size: |_|_|_|
      Trees can be added in and around your prison as a decorative feature. They
      cannot be built by a workman - you need to have a gardener to plant a tree.
      Trees can be planted in any outdoor "flooring" type except water. Deciduous
      trees always grow in grass, palm trees grow in sand and evergreen trees grow
      in any of the other materials.
      Research to unlock: Maintenance \ Groundskeeping
      Once a tree is fully grown (after around 3-4 game days) it can be manually
      flagged for dismantling. Each tree provides three logs which will be sold or
      made into planks or beds (and then sold) if you have a workshop.
      If you have a forestry zone then trees will be planted there automatically by
      gardeners and harvested automatically by workmen.
    o TV [$200]                                                           Size: |_|
      Televisions can optionally be placed in cells or communal areas (even yards!)
      to satisfy the Recreation need.
      Additionally a TV in a cell gives a +1 bonus to cell quality and televisions
      will make a common room or yard more desirable as gang turf.
      Requires: electricity supply
      On consoles each TV can be used by one inmate standing directly in front of
      it. Since Update 8 in the PC edition one television can be used by up to nine
      prisoners on seats in the 3x3 block in front of it and they get the TV effect
      even during other seated activities (for example eating in the canteen).
                                                                             _ _ _
    o Visitor Table [$300]                                            Size: |_|_|_|
      This is required for a visitation room or parole room.
      Each such table in a visitation room allows one prisoner to meet with up to
      three relatives and thus reduce their Family need. Inmates will sometimes also
      use them for meetings with their lawyer.
                                                                               _ _
    o Weapon Rack [$1000]                                               Size: |_|_|
      This is required for an armoury. (Although it's the room rather than the rack
      that actually supplies weapons for guards - or invading inmates!)
      Research to unlock: Security \ Armoury
    o Weights Bench [$100]                                                Size: |_|
      This optional item reduces a prisoner's Exercise need.
      They should be positioned in communal areas where inmates spend their spare
      time, for example yards and common rooms. They can also be added to cells to
      provide exercise for anyone on permanent lockdown.
      I've found that in some prisons my inmates will always prefer to jog in the
      yard and won't ever use weights benches in communal areas during Free-Time or
      in the yard during Yard time.* In this situation they will still use weights
      located in the canteen during Eat time or in their cells. They'll also use
      weights in the common room or canteen during Free-Time if I remove the yard.
      Weights benches will make a yard or common room more desirable as gang turf.
      *It's possible this is related to the current or previous danger level of the
      jail since prisoners will only jog in the yard when they feel safe there.
                                                                               _ _
    o Window (Large) [$200]                                             Size: |_|_|
      Barred windows can be added as a cosmetic feature in any room's walls.
      Additionally an exterior window in a cell gives a +1 bonus to cell quality.
    o Window (Standard) [$200]                                            Size: |_|
      Barred windows can be added as a cosmetic feature in any room's walls.
      Additionally an exterior window in a cell gives a +1 bonus to cell quality.
                                                                             _ _ _
    o Workshop Press [$1500]                                          Size: |_|_|_|
      This is required for a workshop.
      It's used to stamp licence plate blanks into licence plates for selling.
      Research to unlock: Maintenance \ Prison Labour
      Requires: electricity supply
                                                                             _ _ _
    o Workshop Saw [$1500]                                            Size: |_|_|_|
      This is required for a workshop.
      It's used to cut sheet metal into licence plate blanks or logs into planks.
      One piece of sheet metal can be cut into two blanks (which can then be stamped
      on a workshop press to make licence plates for selling).
      One log can be cut into two planks for selling (or for making into beds if you
      have carpenter tables and trained workers).
      Research to unlock: Maintenance \ Prison Labour
      Requires: electricity supply
    o Dismantle Object
      Dismantled objects will be kept in your storage zone for future use.
     The following extra objects are only available in the PC edition of the game:
    o Arcade Cabinet [$500] (added in PC Update 8)                        Size: |_|
      This is a retro arcade game which can be used - much like the pool table - by
      one or two players to satisfy their Recreation needs.
                                                                               _ _
    o Bunk Bed [$500] (added in PC Update 1)                            Size: |_|_|
      These were created for use in dorms. They take up the same floorspace as a
      standard bed but can be used by two prisoners.
    o Crib [$200] (added in PC Update 2)                                  Size: |_|
      This is required for a family cell or nursery (in a women's prison).
      It gives somewhere for one prisoner's baby to fulfil their Sleep need.
                                                                               _ _
    o Large TV [$500] (added in PC Update 8)                            Size: |_|_|
      This functions like the standard TV in the PC edition (see above) but it can
      be used by inmates seated within a 7x7 area in front of it (instead of 3x3).
      Requires: electricity supply
    o Play Mat [$50] (added in PC Update 2)                               Size: |_|
      This is required for a nursery (in a women's prison).
      It provides somewhere for one prisoner's baby to fulfil their Play need.
    o Radiator [$200] (added in PC Update 4)                              Size: |_|
      The purpose of radiators is to increase the temperature of indoor areas.
      Update 4 added a thermodynamics system where prisoners have a Warmth need and
      temperatures decrease at night. Update 6 then added seasons and weather where
      outdoor temperatures vary through the virtual "year" and prisoners exposed to
      rain have increased Warmth and Clothing needs. Update 6 also made the whole
      temperature/seasons/weather model optional where previously it was mandatory.
      Requires: hot water supply (from water boiler)
      Originally radiators had no requirements but with the addition of boilers (see
      below) and hot water pipes in Update 5 they now need hot water.
                                                                               _ _
    o Visitor Booth [$1000] (added in PC Update 3)                      Size: |_|_|
      These can be used as an alternative to visitor tables in a visitation room.
      The main benefit of these is that if you build a complete row of booths across
      the width of the room without any gaps there will be no physical contact
      between the prisoners and their visitors so there is no risk of contraband.
      However each booth has seating for only one visitor (instead of three) and the
      prisoner is separated from their family member by a glass partition so they
      get less satisfaction of their Family need.
      Since communication is via telephone handsets it is possible to connect a
      phone tap (see above) to a visitor booth to gather intel.
                                                                               _ _
    o Water Boiler [$500] (added in PC Update 5)                        Size: |_|_|
      Since Update 5 - when playing with the optional temperature mechanics - you
      can add boilers to provide heated water which can be delivered via dedicated
      hot water pipes to radiators, showers and sinks.
      - Every radiator requires a supply of hot water.
      - If a shower is connected to both the hot and cold water supplies it will
        help to satisfy inmates' Warmth and Comfort needs, however if it only has
        cold water it'll give them a suppressive effect.
      - A kitchen sink supplied only with cold water will increase the time taken
        for cooks to wash canteen trays, but adding hot water will make them faster.
      The temperature of heated water decreases with distance from the water boiler
      so the radiators/showers/sinks mustn't be too far from it.
      Requires: electricity supply + water supply (large pipe)
     The following extra objects are only available in the PS4 and Xbone editions:
                                                                               _ _
    o Bed (Comfy) [$800] (added in PS4/Xbone Community Update)          Size: |_|_|
      This is the same size as the standard bed but it has a wooden frame and the
      blanket is blue instead of green.
      It costs four times more than the basic bed but its luxurious memory-foam
      mattress gives a superior benefit to Comfort and Sleep needs.
      Additionally a comfy bed in a cell gives a +1 bonus to cell quality.
                                                                               _ _
    o Bench (Small) [$20] (added in PS4/Xbone Community Update)         Size: |_|_|
      This can be used to provide Comfort in communal areas but it's half the length
      of the original bench so it can be fitted into smaller spaces.
    o Door (Bamboo) [$30] (added in Version 1.06)                         Size: |_|
      A lightweight bamboo door designed to match the bamboo fence.
    o Shower Head (Hot) [$120] (added in PS4/Xbone Community Update)      Size: |_|
      This looks like a standard shower except for three red stripes on the head.
      Requires: water supply
      It provides hot showers with Comfort and Hygiene bonuses without needing the
      water boilers and separate hot water pipes of the PC edition of the game.
      Additionally a shower in a cell gives a +1 bonus to cell quality.
                                                                               _ _
    o Window Glass (Large) [$200] (added in Community Update)           Size: |_|_|
      Glazed windows can be added as a cosmetic feature in any room's walls.
      Additionally an exterior window in a cell gives a +1 bonus to cell quality.
    o Window Glass (Standard) [$200] (added in Community Update)          Size: |_|
      Glazed windows can be added as a cosmetic feature in any room's walls.
      Additionally an exterior window in a cell gives a +1 bonus to cell quality.
    | Section 06f | Utilities                                                 s06f |
    Several objects (see Section 06e) require electricity or water supplies which
    are provided by power stations and water pumps respectively. Aside from the
    initial building costs there are no expenses for utilities.
    Utilities are delivered around the prison via underground supply networks. The
    cables and pipes can overlap and can be built anywhere except below water, fire
    hydrants and perimeter walls (which are designed to restrict tunnelling); also
    you can't put water pipes under a power station.
    Any appliance that lacks the necessary water or electricity supply will be
    marked with a blue water-drop or yellow lightning icon respectively (and it will
    not function until it's connected). The smaller lightning icon indicates a light
    without power and can be safely ignored if you choose.
                                      Power Supply
    The electrical networks are required to power appliances like cookers, fridges,
    laundry machines and of course the electric chair!
    o Electrical Cable [$10/square]
      Most electrical items require a direct cabled connection to a power station.
      Each power station has a separate power network indicated by different shades
      of green for their cables (when viewed via the Power Supply menu). You should
      always keep these separate because if two power stations are linked together
      - either directly or with cables - then both networks will fail.
      Some objects (lights, TVs, door servos and CCTV cameras) will be automatically
      connected to the electrical supply if the object is indoors and an interior
      cable runs within fifteen squares. These connections can run within rooms,
      through doors and around corners but cannot cross walls, however if a cable
      runs directly under an interior wall it can supply the rooms on both sides.
    o Power Station [$5000]
      These provide the electricity for a prison. The bar display shows the current
      (heh) drain on each unit - when your power station becomes overloaded you can
      upgrade it with capacitors so you should build your power stations (3x3) with
      enough space to add capacitors on all sides (5x5 total).
      When a power station becomes overloaded it will shut down, disabling every
      electrical object in its cable network (including water pumps so this can
      knock out your water supply too). If this happens you'll need to add some
      capacitors to increase the output and then click the power station to turn it
      back on. If you already have the maximum number of capacitors then you'll need
      to build a new power station and add/remove cables to move some of the load
      over to it (you must ensure that both networks are kept separate).
                                                                         _ _ _ _ _
    o Capacitor [$1000]                                                 |_|_|_|_|_|
                                                                        |_|     |_|
      You can add up to sixteen capacitors to a power station to raise  |_|     |_|
      its potential (heh) power output - these must be constructed on   |_|_ _ _|_|
      the sixteen adjacent squares as illustrated here.                 |_|_|_|_|_|
      A basic power station is the same size (3x3) as a water pump station but
      adding a full set of capacitors increases it to 5x5.
    o Power Switch [$10]
      The switch can be built into any electrical cable allowing you to temporarily
      disconnect some or all of a network from its power station.
    o Remove Cables
      This is a demolition function specifically for electrical cables.
                                      Water Supply
    Water is required for showers, toilets, sinks, laundry machines and sprinklers.
    o Large Pipe [$15/square]
      The large water pipes can be used to carry water from pump stations over any
      required distance, however prisoners attempting to escape by digging out can 
      use large pipes as part of their tunnel.
      The in-game description references a line spoken by Red (Morgan Freeman) in
      the 1994 movie 'The Shawshank Redemption'.
    o Small Pipe [$2/square]
      These provide only a small advantage to tunnelling prisoners but the smaller
      pipe only has sufficient water pressure to cover 39 squares in distance.
      It's recommended to use the large pipes to form the primary supply of water
      around the site and then the cheaper and more secure small pipes to deliver
      water to each individual building, especially the cell blocks.
    o Water Pump Station [$5000]
      This serves as the source of water for all appliances that need it.
      There may be a limit on how much water one pump can provide but I haven't hit
      it yet in a 500-bed prison with showers and toilets everywhere!
      Requires: electricity supply (I'm always forgetting this!)
    o Pipe Valve [$10]
      This is the plumbing equivalent of a switch - it can be used to stop the flow
      of water in a pipe.
    o Remove Pipes
      This is a demolition function specifically for water pipes.
      The following extra feature is only available in the PC edition of the game:
    o Hot Water Pipe [$2/square] (added in PC Update 5)
      In the PC edition of the game you have the option of using the temperature
      system (literal temperature, not prisoner unrest "heat"). This includes water
      boilers which can be connected via hot water pipes to radiators and showers
      (to help satisfy inmates' Warmth and Comfort needs) and to kitchen sinks (to
      allow the cooks to washes dishes more quickly).
      As long as a boiler is connected directly to a water pump station using only
      large pipe it can deliver heated water over 59 squares of hot water pipe. The
      range will be considerably reduced if there are any small pipes in the supply.
      Hot water pipes are built on a separate utilities layer so they can overlap
      with cold water pipes and electricity cables.
      Any radiator or shower head without a hot water supply will be indicated with
      a flashing red water-drop icon. A radiator without hot water won't work and a
      shower with only a standard water supply will give cold showers - brrr!
      (The Community Update on PS4 and Xbox One added new shower heads with built-in
      heaters which can provide hot showers without any additional plumbing.)
    | Section 06g | Surveillance                                              s06g |
    This section provides tools to observe and monitor prisoners.
    Research to unlock: Security \ Surveillance
    o CCTV [$200]                                                         Size: |_|
      If you are playing with the "fog of war" option enabled you will not be able
      to see prisoners in indoor areas without guards or CCTV coverage.
      A CCTV camera can be mounted to any wall and should then be connected to a
      CCTV monitor desk in a security room. Each camera then rotates through a 180°
      arc and temporarily removes the fog of war effect.
      Requires: electricity supply + wiring
      One grant requires some CCTV equipment but otherwise there's no point using it
      if you're playing with the fog of war feature disabled - your guards cannot
      gain intel from having CCTV installed.
                                                                             _ _ _
    o CCTV Monitor [$1000]                                            Size: |_|_|_|
      Each CCTV camera must be connected to a CCTV monitor workstation which must be
      manned by a guard.
      Although it's possible to connect more cameras if you wish, each guard will
      only be able to monitor the footage from up to eight cameras at once.
      Requires: electricity supply + wiring + guard
    o Phone Tap [$1000]                                                   Size: |_|
      A phone tap can be connected to one or more phone booths. This allows a guard
      to eavesdrop on telephone conversations to obtain intel about hidden prisoner
      reputations (see Section 08b), although each guard can only monitor one phone
      call at any given time.
      If you have visitation booths (in the PC version of the game) these can also
      be fitted with phone taps.
      Requires: electricity supply + wiring + guard
      If phone taps are positioned in the security room it will allow the same pool
      of spare guards there to act as reserves on the phone tap, door control and
      CCTV consoles when their colleagues go on breaks.
    | Section 06h | Automatic Doors                                           s06h |
    The options here allow you to utilise automated doors which can be controlled
    remotely by a guard or triggered by either a timer or a floor sensor.
    Research to unlock: Security \ Remote Access
    (Jail doors fitted to cells will always be locked automatically during Sleep and
    Lockup time without the need for adding such systems.)
                                                                               _ _
    o Door Control System [$1000]                                       Size: |_|_|
      This is a control desk which can be built in a security room and connected to
      any number of door servos to operate them remotely instead of needing to have
      guards near each door to open them manually. 
      Each control system can open doors at a maximum rate of two per second so if
      you have a lot of automatic doors and you're seeing delays on doors opening
      you should consider building a second control desk and spreading the load.
      Requires: electricity supply + wiring + guard
      When the console is manned by a guard a green light will show. When the guard
      becomes tired they will go to a staff room to rest and leave their station
      unattended so it's a good idea to deploy spare guards in security as back-up
      for your door control, CCTV and phone tap operators.
      If your security office is captured by rioting inmates and they destroy your
      door control system it will force all automatic doors to stay open.
    o Door Servo [$200]                                                   Size: |_|
      This is the mechanism which must be fitted to a door (or a road gate) to allow
      it to be opened automatically. 
      In order to function a servo must be connected to a controller, i.e. a door
      control system, a timer or a pressure pad. It can then be connected directly
      to several other door servos which will all open at the same time, but you
      can't then "daisy-chain" one of those doors to another.
      If a door servo is wired to several controllers it functions as a logical OR
      gate - the door will open if any of the inputs is activated.
      Requires: electricity supply + wiring
      The servo should be installed in the wall next to the door (on the side which
      the door slides into) and with the gear wheel facing towards the door - but in
      the console editions if you connect a door control system to any door then the
      game will automatically add a servo for you. (That doesn't work with pressure
      pads or door timers though.)
    o Door Timer [$1000]                                                  Size: |_|
      This unit can be connected to one or more door servos for full automation.
      You can select a timer with the Cross button and then program it with what is
      essentially a regime which specifies if the connected door/s should all be
      open/closed for each hour of the day or open/closed depending on the current
      activities in the daily regime (see Section 07c).
      Requires: electricity supply + wiring
    o Pressure Pad [$100]                                                 Size: |_|
      This is a floor sensor which can be wired to a door servo.
      When someone walks on the pad it sends a signal to open the attached door/s.
      Requires: wiring
     The following extra options are only available in the PC edition of the game:
    o Logic Circuit [$100] (PC only)                                            |_|
      The logic circuit can be switched between seven functioning modes based on
      different types of logic gate.
      Requires: wiring
      Door controls work on a binary system. For example in a simple case where a
      pressure pad is attached directly to a door servo the pad outputs a 0 signal
      (and the door servo does nothing) unless someone steps on the pad in which
      case it outputs a 1 signal (and the door servo activates).
      The logic circuit has the following seven settings:
           AND gate - outputs 1 when both/all inputs are 1
            OR gate - outputs 1 when any/all inputs are 1
           NOT gate - outputs 1 when input is 0
          NAND gate - outputs 1 unless both/all inputs are 1 (NAND = AND + NOT)
           NOR gate - outputs 1 when both/all inputs are 0 (NOR = OR + NOT)
           XOR gate - outputs 1 when exactly one input is 1 (XOR = exclusive OR)
           equality - output matches input (no logic gate effect)
      Integrating logic gates into your control circuits makes it possible to build
      more sophisticated systems for controlling your automatic doors. For example
      you could have a door that only opens when someone steps on a pressure pad
      and it's between 3pm and 6pm (door timer) or you could have two doors where
      either door always closes when the other one opens.
    o Logic Bridge [$100] (PC only)                                             |_|
      This links to electrical cables and can relay control signals to all devices
      connected to the same electrical supply thus allowing you to control a large
      number of servos without requiring individual wiring for each one.
      Requires: wiring
    o Status Light [$50] (PC only)                                              |_|
      This indicator displays a green light when the attached wiring supplies a 1
      signal (from any one of potentially multiple inputs).
      Requires: wiring
      The status light can be used to indicate the signal in any part of a control
      circuit. One simple application I saw in a video was a 1x1 solitary cell with
      a pressure pad connected directly to a light (indicating an occupant).
    | Section 06i | Wiring                                                    s06i |
    Wiring is required to connect automated door controls (see Section 06h) and CCTV
    or phone tap surveillance equipment (see Section 06g).
    Research to unlock: Security \ Surveillance or Security \ Remote Access
    The two menu options here simply allow you to add and remove wires.
    o Add Wiring
    o Remove Wiring
    You can also add wires simply by clicking on any appliance that uses them.
    (I think the order in which you connect equipment is crucial on PC. You should
    always connect wires from the door control to the door servo, from the CCTV
    monitor to the CCTV camera or from the phone tap to the phone booth.)
    | Section 06j | Clone Tool                                                s06j |
    This unlockable feature allows you to copy a small building or a set of rooms
    and paste a duplicate of it elsewhere (to be built by your workmen as usual).
    Cloning copies all walls, objects, flooring and room designations but it doesn't
    include utilities (electricity/water) or wiring.
    Research to unlock: Maintenance \ Clone
    After holding the Cross button and dragging to select | |      _     _      | |
    the area to copy the menu will show you a breakdown   | |_____| |   | |_____| |
    of the components and the total construction cost.    |  _______|   |_______  |
                                                          | |      _     _      | |
    You can then build the cloned selection as many times | |_____| |   | |_____| |
    as you like (as long as you have enough cash).        |_________|   |_________|
    For example you could clone a small group of cells (see above) several times in
    a row to form a corridor for a cell block.
    In the Community Update for PS4 and Xbox One in March 2017 the maximum clone
    area was increased from 12x12 to 20x20.
    (In the PC version of the game the clone tool is on the Quick Build menu.)
    | Section 06k | Planning                                                  s06k |
    You can use this function to be an actual prison architect - planning out your
    designs in advance instead of skipping straight to construction!
    You can draw white markings representing walls, objects and paths directly onto
    the ground. This is a totally optional process but it's great for checking your
    layouts before you start building and for making sure everything fits.
    o Walls
      Use this to mark where you want to build walls.
    o Objects
      Use this to mark where you want to add objects.
    o Pathways
      Use this to mark where you want to build paths.
    o Build Plan
      This function will build all planned walls. The game will use either brick or
      concrete depending on whichever one you used most recently.
      Objects and paths will not be constructed since the game doesn't know which
      types of object/s or floorings you want to use.
    o Erase Plans
      This can be used to delete portions of your plans.
      You can either remove individual squares or click and drag to erase an area.
    o Clear Plans
      This removes all planning marks.
    | Section 06l | Demolition                                                s06l |
    You might need to demolish part of your jail during expansion or redevelopment
    - or just when you put something in the wrong place (OCD trigger).
    o Dismantle Object
      Removed objects will be taken to the storage zone and can be re-used.
      When a tree is "dismantled" it becomes logs which can either be sold directly
      or taken to workshop/s and made into planks (and potentially beds).
    o Demolish Walls
      This removes walls but not foundations or floorings.
      Demolition creates wreckage which will be taken to the garbage zone.
      Shortcut: hold R1 then click and drag with Square
    o Bulldoze
      This removes walls, foundations and all interior fittings.
      Bulldozing creates wreckage which will be taken to the garbage zone.
      Shortcut: hold R1 then click and drag with Cross
      The bulldozer tool can be used to remove any odd objects like dummy heads or
      food bowls that have got stuck but if you use it in an indoor area you'll need
      to rebuild the tile with the Structure menu before re-laying flooring.
      You cannot bulldoze the console editions' roadside fire hydrants.
    o Clear Indoor Area
      This removes all objects, floorings and interior walls from within a building.
      It also removes any room designation/s like "shop" or "canteen".
      The game will automatically add concrete tile flooring if necessary.
    o Remove Tunnels [$20/square]
      After an escape tunnel has been found by a search you can manually select it
      to be filled to prevent inmates from using it.
      You need to click and drag to highlight the area you want to cover. If you do
      the whole prison then all discovered tunnels will be removed.
      Be *very* careful to not use other demo tools on your cell blocks by mistake!
    | Section 06m | Quick Rooms                                               s06m |
    This menu contains templates for certain types of rooms (see Section 06d) with
    all required furnishings which can be picked instantly instead of having to
    construct a building and then manually add all the doors and objects as usual.
    (This handy feature was pioneered in the console ports of Prisoner Architect but
    was then copied into version 1.4 of the PC edition, although the "Quick Build"
    menu there has only five options - basic cells, solitary cells, luxury cells,
    shared cells (dorms) and offices.)
    When building quick rooms (or any other structures) you can and should overlap
    any adjoining walls to save space (and money). Here's an example with cells.
        _______                   _______________________________
       |  ___  |                 |  ___   ___   ___   ___   ___  |
       | |M 0| | one 2x3 cell    | |M 0| |M 0| |M 0| |M 0| |M 0| | five 2x3 cells
       | |M  | |  occupies a     | |M  | |M  | |M  | |M  | |M  | |    occupy a
       | |_  | |  4x5 block      | |_  | |_  | |_  | |_  | |_  | |   16x5 block
       |___|-|_|                 |___|-|___|-|___|-|___|-|___|-|_|
    You can't adjust the default size/shape of quick rooms but you're free to modify
    them after construction by adding objects and repositioning doors or even by
    demolishing and rebuilding walls.
    Rooms with appliances requiring electricity or water will not be automatically
    connected - you still need to connect the utilities yourself.
    An alternative to using quick rooms is the clone tool (see Section 06j) which
    allows you to "copy and paste" existing rooms in your prison.
    o Canteen [$6210]                                                   Size: 10x12
      This has an additional serving table and enough benches to provide seating for
      a total of 32 diners.
    o Cell [$1410]                                                        Size: 2x3
      This is the most useful "quick room" since obviously you need lots of cells!
      It's the standard minimum size you would use for basic cells and it has no
      extra objects - just the required bed and toilet.
    o Cell (Improved) [$2250]                                             Size: 3x4
      This is slightly larger and includes a shower (with drains), a television and
      a small window to give a higher cell quality.
    o Cell (Luxury) [$3630]                                               Size: 5x6
      This cell has all the features required to give the maximum cell quality (see
      Section 08h) provided the window is on an external wall. There's also a prayer
      mat which a religious prisoner can use to satisfy their Spirituality need.
      However the luxury cell is larger than necessary because the minimum area for
      the maximum cell quality bonus is 16 squares (4x4).
    o Cell (Solitary) [$1160]                                             Size: 1x2
      This is compact but actually slightly larger than necessary. It also has an
      optional chair to provide some Comfort.
      Solitary cells are generally quick and easy to build so you might prefer to
      make your own to fit different spaces (and with toilets instead of chairs).
    o Cell - Padded (Medium) [$2250]     ('Psych Ward' DLC required)      Size: 3x4
      This is the padded version of the Cell (Improved) above which can be used to
      accommodate an Insane inmate when playing with the Criminally Insane option.
    o Cell - Padded (Small) [$1410]      ('Psych Ward' DLC required)      Size: 2x3
      This is the padded version of the basic 2x3 Cell above which can be used to
      accommodate an Insane inmate when playing with the Criminally Insane option.
    o Classroom [$5220]                                                   Size: 7x7
      The classroom layout provides desks for up to ten students.
      (The maximum capacity for any class would be twenty.)
      Research to unlock: Education
    o Common Room [$8840]                                                 Size: 7x9
      This features several optional objects to provide Recreation and Comfort.
    o Holding Cell [$5150]                                               Size: 5x10
      This adds eight optional beds to satisfy Sleep needs.
    o Holding Cell - Padded [$5150]     ('Psych Ward' DLC required)      Size: 5x10
      This is the padded version of the Holding Cell above which can be used to
      accommodate Insane intake when playing with the Criminally Insane option.
    o House on a Hill [$4400] (added in Version 1.06)                     Size: 4x4
      This provides a 4x4 room surrounded by the rocky cliff edge texture.
      With the addition of a drink machine it could be used as a staff room or if
      you add a filing cabinet it could be designated as an office.
    o Kitchen [$5160]                                                     Size: 5x8
      This has one extra cooker and two extra fridges to expand its capacity plus
      two optional bins to improve staff efficiency. The cookers will need power and
      the sink will require water.
    o Medical [$5100]                                                     Size: 5x8
      This has four medical beds on one side and four morgue slabs on the other.
      The two halves are zoned as infirmary and morgue so the room fills both roles.
      Research to unlock: Health
    o Office [$3080]                                                      Size: 5x5
      This is slightly larger than the minimum required size (4x4) but it contains
      only the basic objects necessary to make it valid.
    o Office (Comfy) [$2630] (added in Version 1.06)                      Size: 4x4
      This office is a little cheaper and takes up less space. It also contains a
      wide sofa (required for the psychiatrist programme) and a bookshelf.
      Like the "House on a Hill" above, it has wallpapered walls (inside and out).
    o Outdoor Lake [$1085] (added in PS4/Xbone Community Update)        Size: 12x13
      This is a decorative exterior feature consisting of a large rectangle of grass
      with a small lake, three benches, six lights and a tree in each corner.
      (The trees will only get planted if you have a gardener in your workforce.)
    o Plateau [$1030] (added in Version 1.06)                             Size: 4x4
      This has a 4x4 square of turf surrounded by the rocky cliff texture.
      You only have enough space to make a room with a 2x2 interior.
    o Plateau (Large) [$1530] (added in Version 1.06)                     Size: 6x6
      This type has a larger 6x6 lawn surrounded again by cliffs.
    o River [$580] (added in PS4/Xbone Community Update)                 Size: 36x8
      This is four water squares wide with gravel borders on both sides. The shape
      is trapezoidal so you can fit multiple river pieces together on their diagonal
      ends to create either one long waterway or a moat with right-angled corners,
      however you can't build an adjoining piece until the previous one is complete.
    o Shop [$7410]                                                       Size: 8x10
      The shop layout has four shop shelves and two drink machines (decorative).
      It includes an ante-room for customers to guarantee that the shop counter set
      into the interior dividing wall opens onto an indoor space.
      Research to unlock: Maintenance \ Prison Labour
    o Shoreline [$1000] (added in Version 1.06)                          Size: 3x20
      This template gives a long line of cliffs with adjacent rows of water tiles.
    o Shower [$3816]                                                      Size: 5x9
      This has thirty-three shower heads complete with water pipes but it will still
      need to be connected to your water network.
    o Sniper Hill [$4030] (added in Version 1.06)                         Size: 4x4
      This is a small plateau with a central guard tower (see Section 06e).
      You can build this without unlocking guard towers in Bureaucracy but you'll
      need to do the research before you can hire a sniper.
    o Staff Room [$5410]                                                  Size: 5x6
      This room is larger than necessary and has extra sofas.
    o Trench [$1100] (added in Version 1.06)                             Size: 2x20
      This template gives a long line of cliffs with an adjacent row of grass tiles.
    o Utility [$19794]                                                   Size: 6x10
      This contains one power station and one water pump station so it can provide
      both electricity and water supplies. It also has six capacitors to expand the
      generator and enough space to add the maximum total of sixteen.
    o Workshop [$28550]                                                 Size: 13x14
      Finally the workshop comes with three workshop saws, three workshop presses
      and three carpenter tables plus four standard tables for storing goods.
      Research to unlock: Maintenance \ Prison Labour
      Prisoners need to pass the Workshop Safety Induction course (see Section 07f)
      before starting duties in the workshop and they additionally need to complete
      the Carpentry Apprenticeship before using those carpenter tables.
    (Prices for quick rooms may vary if you still have the initial resources in the
    deliveries zone or spare materials in your storage areas.)
    | Section 07 | REPORTS MENU                                                s07 |
    Press d-pad up to access the Reports menu with the following options:
    o Needs (see Section 07a)
    o Intake (see Section 07b)
    o Regime (see Section 07c)
    o Policy (see Section 07d)
    o Grants (see Section 07e)
    o Programmes (see Section 07f)
    o Finance (see Section 07g)
    o Valuation (see Section 07h)
    In the PC version of the game the Reports menu can be selected via the icon in
    the bottom-right corner of the screen. For the console editions the Staff and
    Prisoners options have been moved to the Prison Running menu (see Section 08).
    | Section 07a | Needs                                                     s07a |
    Prisoner needs are a core mechanic in all editions of the game but the current
    version of the PC game also includes the option of having staff needs.
                                     Prisoner Needs
    This page shows whether prisoners are satisfied or unsatisfied.
    Research to unlock: Psychology (and hire psychologist)
    This has a bar graph with each column representing one psychological need. The
    icons for each need will also be shown next to a prisoner when they are not
    getting that need fulfilled. The coloured portions on the bars indicate what
    percentages of the prison population are at the following levels:
     green = satisfied   yellow = irritated   orange = frustrated   red = critical
    A white section at the top of a bar means that some prisoners don't have that
    need, for example usually only a relatively small proportion of your inmates
    will have the Drugs, Alcohol, Spirituality and Literacy needs.
    o Bladder / Bowels
      These two needs both increase naturally over time and can be satisfied by
      using a toilet. It's always handy to have lots of toilets everywhere!
    o Sleep
      The need for sleep increases while a prisoner is awake and can be reduced by
      sleeping in a bed during Sleep time (and Free-Time).
      Make sure you don't exceed your prison's capacity so that everyone has access
      to a bed (in a cell or a holding cell).
    o Food
      Hunger also increases over time. It will be reduced by eating a meal in the
      canteen during the Eat phase of the daily regime.
      Unsatisfied Food needs are a major cause of unrest so you should ensure that
      you have sufficient catering staff, kitchen equipment and canteen space for
      your population. You can change the number of meals in the daily regime (see
      Section 07c) and the quantity/variety of meals under Policy (see Section 07d).
    o Safety
      The Safety need increases when the prison's danger level is high. This will
      make an inmate more likely to steal a contraband weapon or try to escape.
      The danger level can be reduced by deploying more guards and by satisfying the
      other needs of the prison population.
    o Hygiene
      The need for personal hygiene increases over time and it's not unusual for
      many of your prisoners to have severe Hygiene needs every morning.
      The Hygiene need can be satisfied by using a shower during the Shower or Free-
      Time phases of the daily regime.
    o Exercise
      Inmates will use weights benches in cells and communal areas to improve the
      fitness. If weights are not provided they can at least run around the yard
      during either Yard time or Free-Time.
    o Family
      The need for family contact can be reduced by having a visitation room (see
      Section 06d), phone booths (see Section 06e) in communal areas or cells and a
      mail room (see Section 06d) to deliver letters from home.
    o Recreation
      This need can be satisfied via TVs, radios and pool tables in communal areas
      (i.e. common rooms, yards and canteens) or inside individual cells.
    o Comfort
      Prisoners can obtain Comfort by sitting on a seat or bench or by sleeping in a
      bed. In the PC edition they can also get it from showers with hot water.
    o Environment
      A dirty prison environment will fail to satisfy this need. You can address
      this by hiring janitors or assigning prison labour to cleaning cupboards.
    o Privacy
      Privacy is provided by assigning prisoners to standard cells. Some inmates
      will have increased privacy needs when sharing a holding cell (or dormitory).
    o Freedom
      Prisoners will fulfil their Freedom needs by having more outdoor Yard time,
      more Free-Time and less Lockup time.
    o Clothing
      The Clothing need increases over time as prisoner uniforms get dirty. It can
      be reduced by running a laundry service to provide clean clothing.
    o Drugs / Alcohol
      Some inmates are addicts and will attempt to obtain contraband drugs/booze.
      (These are the guys who vomit yellow everywhere - lovely!)
      Their needs can be reduced by running rehab programmes (see Section 07f).
    o Spirituality
      Prisoners with Spirituality needs can reduce these by going to the prison
      chapel during their Free-Time or by attending a meeting of the Spiritual
      Guidance programme (see Section 07f) also in the chapel.
      Additionally they can use a prayer mat in their cell or a pew/mat in a yard or
      a common room.
    o Literacy
      If an inmate has a desire to read this can be satisfied by visiting a library
      during his Free-Time (or Work time if he has no job).
    Update 2 for the PC version of the game added women's prisons. Female prisoners
    have the same needs as males but at different levels. Some inmates are mothers
    with babies and their infants have their own separate needs for Sleep (in cribs)
    and Play (on play mats).
    PC Update 4 added the temperature mechanic including a Warmth need which can be
    satisfied by radiators and showers supplied with hot water.
    PC Update 13 added the Luxuries need which is satisfied by buying shop goods.
                                      Staff Needs
    Update 11 for the PC version of the game added an optional system of needs for
    your guards, armed guards, dog handlers and snipers. These work just like the
    prisoner needs and are shown on a new tab on the Needs page.
    PC Update 12 extended the system to include your chefs, janitors and gardeners.
    Your staff have the following needs:
    o Bladder / Bowels
      Staff will only use toilets in staff rooms or other areas coded Staff-only.
    o Food
      Your guards won't use prisoner canteens and they certainly won't eat prisoner
      meals! They will instead dine in either a staff room with a serving table or
      in a canteen that's been designated as Staff-only and they feast on special
      (more expensive) food that gets delivered by an external supplier.
    o Safety
      Guards will feel safer when they are equipped with body armour and tazers,
      covered by a sniper tower and close to other guards.
    o Recreation
      You can use the usual items to satisfy the Recreation need so you should put
      televisions, radios, pool tables, etc, into staff areas.
    o Comfort
      Guards will use the sofas in staff rooms to relax.
    o Environment
      This works exactly like the Environment prisoner need. Hiring cleaning staff
      or allocating inmates to cleaning duties will reduce this need.
    o Rest
      This replaces the existing tiredness system that causes staff members to stop
      working when tired and to visit a staff room if available.
    o Warmth
      If you have the temperature system enabled then staff will also need Warmth.
    PC Update 12 applied significant revisions to the scheduling of staff breaks and
    the overall effects of staff needs on your prison.
    Instead of setting the number and duration of daily breaks, staff will now take
    breaks whenever they want to satisfy their needs but on the Policy menu you can
    set the maximum percentage of staff that can be on breaks at the same time.
    The satisfaction of individual staff needs now contributes to a single overall
    percentage stat for your jail's "staff morale". Staff morale will be reduced by
    unsatisfied staff, current staff injuries and historic staff deaths. Update 12
    also added the option to adjust staff salaries with multiple 10% pay rises/cuts
    via the Policy menu (see Section 07d). Wages also affect staff morale.
    Having a high staff morale helps to reduce the danger level of your prison but
    conversely a low morale score will increase the threat of disorder.
    If staff morale drops to 0% your staff will threaten to declare a strike unless
    they receive a hefty 50% increase to their wages within six hours (game time).
    If you fail to meet their demands then 80% of your workforce will protest on the
    main road at a picket line complete with placards and braziers.
    During a strike you cannot hire new staff and all deliveries, exports, garbage
    collections and prisoner intake will cease, however emergency services can still
    be summoned if necessary. The Bangup order is automatically issued to make all
    compliant inmates return to their cells but, with the reduced staffing and high
    danger level, the risk of a riot is great.
    | Section 07b | Intake                                                    s07b |
    The Intake sub-menu lets you open your jail to new prisoners and specify what
    types you want to accept in the next intake. Intake is turned on by default on
    PC and off by default on consoles.
    The screen shows how many prisoners are available in each of the three main risk
    categories (Minimum Security, Medium Security and Maximum Security) and you can
    choose with the d-pad how many of each will be delivered in the next intake.*
    Each number increases by about a dozen per day and caps out at 100 so at most
    you will have 300 inmates available across Min-Sec, Med-Sec and Max-Sec.
    Death Row prisoners will become available after researching Death Row and zoning
    some cells as Death Row (Security Sectors menu). You will also want an execution
    chamber and at least one accessible parole room (for Death Row appeals). If an
    appeal is successful the prisoner will either get released or be bumped down to
    Maximum Security so you'll need some Max-Sec or Shared cells too and you should
    be aware that accepting Death Row prisoners and running appeals will leave you
    with a lot of tough hombres in Max-Sec which you might not've expected if you're
    operating a primarily Min-Sec prison for example!
    (There is no intake for the Protective Custody or SuperMax categories. You can
    assign existing prisoners to these manually if they have dangerous (e.g. Deadly)
    or vulnerable (e.g. Snitch) reputations respectively. To take full advantage of
    this you would usually set up separate cell blocks and regimes or even secure
    wings for both of these special categories.)
    You'll get the following initial bonus per person when new prisoners arrive:
        Min-Sec = $300    Med-Sec = $500    Max-Sec = $1000    Death Row = $2500
             Insane Security = $2500 (PS4/Xbone 'Psych Ward' DLC required)
    An inmate in a higher risk category gives more cash but they will obviously be
    more dangerous and the daily funding you receive is the same for all prisoners.
    (You can increase the bonus amounts by adjusting the percentage Intake Payments
    setting before you start a new game.)
    A countdown to the next prisoner intake will be shown on your To-Do List. New
    prisoners arrive by bus at 8:00am and will wait in the deliveries zone to be
    escorted to their cells (and will stay there if no cells are available). If you
    have a reception room they'll be processed and searched there on arrival.
    (If you get in the habit of manually screening your new arrivals you can handle
    inmates with dangerous and vulnerable reputations appropriately.)
    Take care with your intakes if you're using Security Sectors (see Section 08e)
    to zone cell blocks for different risk categories. For example you might take
    ten new Min-Sec inmates because the header bar shows 40/50 (forty prisoners and
    fifty beds in total) but those ten spare cells might be coded for Med-Sec and
    those unfortunate Min-Sec guys would be unable to use them.
    (This won't be an issue with Insane prisoners in the PS4/Xbone 'Psych Ward' DLC
    because the Intake menu shows how many padded cells are currently available.)
    Even if you're aiming to merely maintain your prison population you will still
    need to use the Intake function periodically to allow for releases, paroles,
    escapes, executions and miscellaneous deaths! Keeping your prison "topped up"
    maximises your daily prisoner grant and your available workforce.
    *Since Update 1 the PC edition gives you have more control over your intake -
    you can specify the number per day, fill to capacity (with sliders to set the
    ratios of security categories) or even take all available!
    | Section 07c | Regime                                                    s07c |
    The regime specifies what each prisoner should be doing during each hour of the
    daily routine in the prison.
    Research to unlock: (hire warden)
    The regime display is divided into twenty-four blocks so you can specify the
    activities separately for each hour. You also have the option of setting unique
    regimes for each of the inmate risk categories (e.g. Medium Security) except for
    Death Row prisoners who are mostly confined to their cells and have no regime.
    You can schedule different categories of prisoners to use the same resources
    (e.g. showers and yards) at different times to reduce congestion or to keep
    Protective Custody or SuperMax inmates away from others in Shared facilities.
    Although the full timetable can always be viewed in the Regime menu the current
    activities for each category of prisoner are also shown at the top of the screen
    immediately below the clock.
    It can be good to have blocks with several hours of the same activity instead of
    having lots of changes throughout the regime which cause prisoners to waste time
    moving between them. Making rooms smaller and closer together and paving outdoor
    paths can also help save time. You might even design your overall prison layout
    to match the flow of your regime so inmates can move quickly from their cells,
    into the showers, then the canteen, workshops and yard for example.
    The following options are available within the regime:
    o Lockup
      During this time prisoners are locked in their cells.
      They are free to use any items there such as showers, toilets, radios, etc, to
      satisfy any outstanding needs.
    o Sleep
      This is when inmates go to bed. If they get enough sleep this will satisfy
      their Sleep need and it will also contribute to their Comfort need.
      Sleep should be scheduled between 10pm and 2pm and you'll want to give them at
      least six hours. (I think the limit on PC is 8pm to 8am but it was extended on
      consoles to allow afternoon naps!)
      If your inmates have unsatisfied Sleep needs check you have enough Sleep time
      (and beds) and that no-one is staying up at night digging escape tunnels!
    o Eat
      Cooks (and inmates assigned to work in the kitchens) will prepare and serve
      meals for the Eat phases of the regime. Prisoners will go to their assigned
      canteen to eat - this will satisfy their Food need.
      It takes four hours to prepare the meals so you should allow at least that
      much time between Eat phases on the regime.
      Two meals per day should be sufficient. Check your To-Do List to ensure that
      you have sufficient staff and kitchen equipment for all prisoners to be fed
      and check the Needs menu to make sure that your meal quantity/variety settings
      are high enough to provide satisfaction of the prisoners' Food needs.
      Prisoners are required to remain in the canteen during Eat time so you should
      give them a few phones, radios, toilets, etc, to use after meals if they want.
    o Yard
      All prisoners are required to go to yards during this time. This helps with
      their Freedom and Exercise needs (paving will encourage jogging).
      Objects can be placed in yards to help satisfy needs too, for example phone
      booths (Family), benches (Comfort) and of course weights benches (Exercise).
      You can even add showers (Hygiene), toilets (Bowels/Bladder), prayer mats or
      pews (Spirituality) and televisions or pool tables (Recreation)!
      If you schedule Yard time immediately before Eat time and build your yard next
      to the canteen this will ensure that all prisoners arrive promptly for meals.
    o Shower
      All prisoners are required to go to shower rooms (or use individual showers in
      their cells) during this time.
      They can use the showers to satisfy their Hygiene needs but, if you choose to
      use Shower time with communal shower rooms (especially after Sleep time), you
      should at least add toilets so they can work on two other needs while they're
      stuck in there.
      Inmates should use the nearest available shower so you can force them to use
      personal cell showers by scheduling Shower or Lockup time immediately after
      the Sleep phase. (If you give them a chunk of Free-Time instead then most of
      them will prefer to grab an extra hour in bed!)
    o Free-Time
      This option satisfies the Freedom need and gives prisoners the option to visit
      the yard, showers, common room, chapel, library, shop or cells as they wish.
      Using Free-Time instead of Yard or Shower phases gives prisoners more options
      on how to satisfy their needs plus it reduces the number of inmates that will
      be congregating in the same area. However Free-Time has a negative effect on
      a prisoner's Punishment grading and Yard time encourages exercise which will
      contribute to their Health grading. So it's better to keep some Yard time as
      long as you have plenty of options there for satisfying various needs.
      Scheduling Free-Time before Work time allows prisoners to satisfy any major
      needs which lets them concentrate better on programmes and classes.
    o Work
      During Work phases prisoners that have been allocated to prison labour (see
      Section 08h) and are suitably trained will report to their jobs.
      If you have inmates working in the kitchens you should schedule Work in the
      hours before Eat time so they can contribute to the cooking process.
      Work phases are also used for educational/reform programmes (see Section 07f)
      so you should ensure that you have enough consecutive Work hours to support
      the durations of the sessions you're running. I like to have four hours since
      this is enough for two 2-hour sessions or one 3-hour session.
      On consoles any prisoners that don't have work or programme commitments will
      treat Work time as Free-Time and use it to satisfy any urgent needs.
      Since Update 8 the PC edition of the game has the options "Work/Free-Time" and
      "Work/Lockup" so you can specify whether inmates without jobs or programmes
      get Free-Time or Lockup instead.
    | Section 07d | Policy                                                    s07d |
    This allows you to adjust the prison's punishment, meal and parole policies.
    (Press Square to toggle between the punishment and catering/parole screens.)
    Research to unlock: Prison Policy
    Specific punishments can be set for each of the offences listed below. For each
    one you can choose whether the prisoner goes into lockdown in their own cell or
    into a solitary cell (and for how many hours).
    You can also specify whether the inmate and/or their cell should be searched.
    (Version 2.0 of the PC edition of the game in August 2016 added the option to
    automatically reassign a prisoner's security category after an offence too.)
    o Complaints
    o Destruction of Property
    o Escape Attempt
    o Attacked Prisoner
    o Attacked Staff
    o Serious Injury
    o Intoxication*
    o Murder
    o Possession of Contraband (Weapons/Tools/Drugs/Luxuries)
    Lockdown and solitary confinement both cause the "Suppressed" status which will
    temporarily reduce the chance of misconduct (but it also has negative effects on
    their movement speed and their educational performance). Solitary confinement
    increases suppression twice as fast as lockdown.
    If a solitary cell is not available for a prisoner with a solitary punishment
    they will be kept handcuffed in their cells until one is vacated or built. All
    their needs will skyrocket during this time so make sure you have enough cells
    ready, especially for the aftermath of riots!
    You can apply lockdown/solitary punishments to any prisoner from their options
    menu (press Square). After researching Permanent Punishments prisoners can be
    sent to lockdown/solitary indefinitely (meals will be delivered by guards). This
    could be used to keep gang members or inmates with other dangerous or vulnerable
    reputations away from the general population but you should provide objects in
    their cells to fulfil most of their needs.
    A prisoner with the "Stoical" reputation will not get suppressed by punishment.
    *Any inmate caught in an intoxicated state will also be automatically referred
    to a rehab programme (see Section 07f) if available.
    You can adjust both the quantity and variety of meals prepared in the kitchens.
    Raising the quantity increases the number of items that each prisoner takes on
    their canteen tray (Low = 1, Medium = 2 and High = 3) so it also requires more
    ingredients, staffing and equipment. I assume quantity and variety both affect
    inmate satisfaction and they certainly affect the catering costs.
    With quantity set to Low each prisoner costs $1 per day with variety on None,
    $2/day with Low, $6/day with Medium or $10/day with High. Setting quantity to
    Medium doubles the base rates and High triples them so the maximum cost (with
    High/High) is $30 per prisoner per day. (regardless of the number of meals?!)
    Setting quantity/variety to High/Medium, Medium/High or High/High contributes
    to the "Well Fed" status which helps to reduce unrest and contributes to each
    prisoner's Health score in their grading (see Section 08b).
    You can change the number of meals per day by adjusting the number of Eat phases
    in the daily regime (see Section 07c).
    All inmates (except Death Row) are eligible for parole after 50% and 75% of
    their sentence has been served. You can set a threshold re-offending rate for
    parole hearings (see Section 07f).
    Inmates will be released early on parole if their current chance of re-offending
    is below the threshold value set here. The re-offending probability is always
    calculated individually for each prisoner based on the four categories of their
    grading (see Section 08b).
    You receive a $3000 bonus for each paroled prisoner that doesn't re-offend, so
    having Min-Sec prisoners (with shorter sentences) and high grading scores can
    significantly boost your income. Conversely if you have too many re-offenders
    that can potentially trigger a fail condition (game over).
    (If you're playing on PC with staff needs (see Section 07a) then you can also
    set the percentage of staff that can be on a break at the same time and you can
    increase/decrease staff wages in 10% increments to balance expenses vs morale.)
    | Section 07e | Grants                                                    s07e |
    Grants are optional assignments that pay you cash bonuses for completing their
    specified objectives. A grant has to be activated before you can claim it but if
    you have already completed every requirement then this will pay you the bonus
    instantly. You can only have two active grants at the same time until you've
    researched Finance \ Extra Grant which allows you to have three.
    Some of the grants that require construction of specific facilities will pay a
    proportion of the bonus in advance so they can be very helpful when you are
    starting a new sandbox prison if you're playing with low starting funds.
    They're also very useful for providing prompts to novice players, guiding them
    through the general construction process starting with basic facilities and
    gradually introducing optional rooms and advanced features.
    o Basic Detention Centre [$30,000 total] ($20,000 in advance)
      - build a holding cell, shower room, yard, kitchen and canteen
      - hire two or more standard guards and two or more cooks
      You can use Quick Rooms to build the rooms if you want but the yard must be
      designated using the Rooms menu (see Section 06d).
    o Administration Centre [$10,000 total] ($5,000 in advance)
      - build two offices
      - hire a warden
      - unlock Finance via the Bureaucracy tree
      - hire an accountant
      The two administrators will automatically be assigned to the offices.
    o Inmate Health & Well-Being [$20,000 total] ($10,000 in advance)
      - build an infirmary
      - hire two or more doctors and a psychologist (requires office)
      You'll need to unlock Health and Psychology in the Bureaucracy tree.
      To avoid unnecessary costs in a small prison you might choose to dismiss one
      of the doctors after completing the grant.
    o Staff Well-Being Initiative [$10,000 total]
      - build a staff room
      - have at least five guards without assigned duties
      - ensure no staff are exhausted
      I thought this might be tricky but I've had no trouble with it. You can buy
      extra guards until the header bar shows at least five unassigned (e.g. 35/30)
      and providing staff rooms allows them to recover much faster when tired.
      If you really get stuck (and you have enough money to cover recruitment fees)
      I guess you could try firing all your staff (so that none are tired!) and then
      just hire replacements afterwards.
    o Criminally Insane Wing [$25,000 total] ($10,000 in advance)        (DLC only)
      This grant is only available when playing with the Criminally Insane option in
      the 'Psych Ward' DLC on PS4 and Xbox One.
      - build ten padded cells
      - accept ten insane inmates from intake
      - hire two psychiatrists
      You'll need to unlock Psychology in the Bureaucracy tree.
    o Cell Block A [$40,000 total] ($20,000 in advance)
      Requires: Basic Detention Centre complete (see above) and Finance unlocked
      - increase your prisoner capacity to 15
      This counts all beds in cells and holding cells.
    o Cell Block B [$30,000 total] ($10,000 in advance)
      Requires: Cell Block A complete (see above)
      - increase your prisoner capacity to 50
    o Cell Block C [$30,000 total] ($10,000 in advance)
      Requires: Cell Block B complete (see above)
      - increase your prisoner capacity to 100
    o Cell Block D [$30,000 total] ($10,000 in advance)
      Requires: Cell Block C complete (see above)
      - increase your prisoner capacity to 200
    o Cell Block E [$30,000 total] ($10,000 in advance)
      Requires: Cell Block D complete (see above)
      - increase your prisoner capacity to 500
      The quickest way to pass this is to make a large holding cell and add as many
      beds as you need to take your total to 500. (Remember the holding cell will
      also need a bench and a toilet to be valid but it doesn't require plumbing.)
    o Prison Maintenance [$15,000 total] ($10,000 in advance)
      Requires: Basic Detention Centre complete (see above)
      - unlock Maintenance, Cleaning and Groundskeeping via the Bureaucracy tree
      - hire a foreman (needs office), at least two janitors and a gardener
    o Visitation Rights [$10,000 total] ($5,000 in advance)
      Requires: Basic Detention Centre complete (see above)
      - build a visitation room and at least three visitor tables
      - build a common room with a pool table and at least two TVs
      - build at least five phone booths
      Any visitation tables in parole rooms also count towards this total.
      You'll probably want to put the phones in the yard, common room or canteen.
    o Security Procedure Certification [$20,000 total] ($10,000 in advance)
      Requires: Basic Detention Centre complete (see above)
      - hire a security chief (requires office) and at least ten standard guards
      - unlock Patrols via the Bureaucracy tree
      You'll need to have Security unlocked in the Bureaucracy tree.
    o Government Security Ratings [$30,000 total] ($15,000 in advance)
      Requires: Security Procedure Certification complete (see above)
      - assign two dog handlers to patrols
      - assign two armed guards to patrols
      You'll need to have Armoury and Dogs unlocked in the Bureaucracy tree.
      Dogs can be used at deliveries, reception, kitchens and visitation to find
      narcotics or between cell blocks and the outer perimeter to detect tunnels.
      Armed guards in areas near prisoners will have a suppressive effect which will
      discourage misconduct but also inhibit education.
    o Max-Sec Infrastructure Implementation [$40,000 total] ($20,000 in advance)
      Requires: Government Security Ratings complete (see above)
      - have at least twenty standard guards
      - unlock Body Armour and Tazers in the Bureaucracy tree
      - build a CCTV Monitor
      - build at least six CCTV cameras (wiring not required)
      You'll need to have Surveillance unlocked in the Bureaucracy tree.
    o Prisoner Acclimatization & Engagement [$20,000 total] ($10,000 in advance)
      Requires: Prison Maintenance complete (see above)
      - assign three inmates to work in a laundry
      - assign three inmates to work in a kitchen
      - assign three inmates to work in a cleaning room
      You'll need to have Prison Labour unlocked in the Bureaucracy tree before you
      can build the laundry and cleaning room or assign prisoners to work duties.
      The laundry and cleaning cupboard will need to be at least 12 squares in area
      (4 per person) and the kitchen must be at least 36 squares (12 per person).
      The grant will complete as soon as three prisoners are assigned to each room -
      you don't actually need to run the Kitchen Safety & Hygiene programme.
    o Prison Manufacturing Facility [$30,000 total] ($20,000 in advance)
      Requires: Prisoner Acclimatization & Engagement complete (see above)
      - manufacture thirty licence plates
      You'll need to build a workshop which includes a workshop saw and a workshop
      press that are used to cut and stamp sheet metal into licence plates.
      Additionally you'll need to have a prisoner complete the Workshop Safety
      Induction programme (see Section 07f) before they can work in a workshop.
      Also some Work time should be allocated in the daily regime (see Section 07c).
      The grant will not be applied retrospectively if you have already made the
      thirty plates - you need to make thirty after activating the grant.
    o Carpentry Apprenticeship Programme [$20,000 total] ($10,000 in advance)
      Requires: Prison Manufacturing Facility
      - manufacture ten beds
      You'll need to build a workshop which includes a workshop saw and a carpenter
      table that are used to cut logs and make planks into beds.
      Additionally you'll need to have a prisoner complete the Carpentry Apprentice
      programme (see Section 07f) before they can use a carpenter table.
      Also some Work time should be allocated in the daily regime.
    o The Reform through Education Initiative [$55,000 total] ($15,000 in advance)
      - unlock Education in the Bureaucracy tree
      - build a classroom with 20 school desks
      - have ten prisoners pass the Foundation Education programme
      - have one prisoner pass the General Education programme
      To improve registrations and completions on the classes you'll want to make
      sure your inmates have satisfied needs (see Section 07a) and are not getting
      excessively suppressed by lockdown/solitary punishments and armed guards.
    o Inmate Nutrition Research [$15,000]
      Requires: Health and Psychology unlocked and at least 20 prisoners
      - serve one meal with low quantity and low variety for two days
      - serve three meals with high quantity and high variety for two days
      You can set the number of meals (Eat phases) in the regime (see Section 07c).
      You can adjust the meal quantity/variety in the Policy menu (see Section 07d).
      You'll need to have Prison Policy unlocked in the Bureaucracy tree and you
      should consider adding extra kitchen equipment and staff to get everyone fed.
      The single low/low meal will cause unrest due to unsatisfied Food needs so you
      might want to work on it over two or more non-consecutive days and revert to
      your normal regime (or the three high/high meals) in between.
      Vending machines are purely decorative but a shop will actually sell snacks to
      hungry prisoners although the overall effect will probably be minor.
    o Crackdown on Drugs [$15,000 total]
      Requires: 30+ prisoners
      - find ten illegal narcotics
      Four types of contraband (see Section 08i) are classed as narcotics - these
      can all be smuggled into the prison or obtained from specific rooms: medicine
      and needle (infirmary), drugs (visitation) and poison (infirmary/cleaning).
      The poison/drugs/medicine are all tagged as "smelly" so they can be detected
      by canine units. All four types can also be found by searching cells/inmates
      or by performing a Shakedown (Emergencies menu).
    o Tool Cleanup [$20,000 total]
      Requires: 40+ prisoners  
      - remove the supply of stolen tools and weapons
      Stolen and smuggled tools, weapons and other contraband can be found by using
      the Shakedown command (Emergencies menu) to search all cells and inmates.
      If that doesn't work try again while your residents are sleeping - or use the
      Bangup command (Emergencies menu) to confine them to their cells first.
    o Short-Term Investment [$11,000 total] (-$5,000 in advance)
      Requires: Finance unlocked
      - wait three game days
      You invest $5,000 then receive $16,000 back after three days. ($11k profit)
    o Long-Term Investment [$11,000 total] (-$5,000 in advance)
      Requires: Finance unlocked
      - wait seven game days
      You invest $5,000 then receive $16,000 back after seven days. ($11k profit)
    o Government Bailout [$100,000 total] ($50,000 in advance)           (PC only?)
      Requires: less than $500 cash, negative cashflow, 30+ prisoners, $10,000+ debt
      You can reduce your cash total simply by building. The quickest way would be
      to buy a new plot of land and make a massive building but you might as well
      construct something useful like a new cell block or something.
      A breakdown of your cashflow is shown on the Finance menu. You can reduce it
      by removing your workshop labourers and hiring lots of staff (temporarily).
      You'll need to unlock Bank Loan in the Bureaucracy tree and take out a loan of
      $10,000 via the Finance menu.
      - achieve positive cashflow
      - clear your debt
      You can dismiss the extra staff and reinstate your workshop labourers to get
      your cashflow back up. The analysis on the Finance page can give indications
      of other changes you can make. The loan can also be repaid under Finance.
      I'm not sure if this grant is available in the console versions of the game.
      Certainly it's not required for "Prison Economics" (trophy #21) and when I
      tried to push my cash total negative it got stuck just above zero.
    | Section 07f | Programmes                                                s07f |
    The game features a wide range of education, training and reform programmes
    which cover everything from workshop safety to drug rehab.
    Research to unlock: (hire warden)
    Once you've met the requirements for a programme (which might include a trainer,
    a specific room and research) you can activate it via the Programmes sub-menu.
    Most prisoner programmes will be automatically scheduled to fit into Work phases
    in the daily regime (see Section 07c) so ensure you have a suitable timetable,
    for example each Foundation Education class lasts three hours so you'd need to
    have a block of three consecutive hours of Work in your regime.
    While each type of programme session has a specified maximum capacity, it can
    also be limited by the number of seats or the amount of equipment available in
    the venue, e.g. you need one school desk per student in the classroom.
    Several programmes are voluntary and inmates are more likely to sign up if their
    needs are satisfied. This will also improve their concentration which increases
    their chances of passing the programme. It can help to schedule some Free-Time
    immediately before Work time so that inmates can tend to any serious needs.
    Suppression also has a major effect on programmes - suppressed prisoners are
    disinclined to register for courses and less likely to pass them. Try having
    shorter punishments, using lockdown instead of solitary and limiting contact
    between inmates and armed guards. If you still have problems then completely
    remove the punishments for major offences and dismiss your armed guards.
    Selecting an active programme lets you browse the current students (and view
    their current locations so you can see why they're not attending!) and it shows
    how many other people are interested in taking the same programme (either next
    time or if you start an extra session).
    Programmes can be quite expensive and they're charged per session (instead of
    per person) so running courses with low attendance is inefficient but this
    shouldn't be an issue once you're operating with a healthy daily profit.
    o Kitchen Safety & Hygiene [$100 x 2]                       Maximum Capacity: 5
      Inmates are required to pass this course before they can start working in a
      kitchen. Registration is voluntary.
      Research to unlock: Maintenance \ Prison Labour
      Requires: cook and kitchen (with one cooker per person)
      Duration: 2 daily sessions x 2 hours each
    o Workshop Safety Induction [$100 x 2]                     Maximum Capacity: 10
      Inmates are required to pass this induction before they can start working in a
      workshop. Registration is voluntary.
      Research to unlock: Maintenance \ Prison Labour
      Requires: foreman and workshop (with one workshop saw bench per person)
      Duration: 2 daily sessions x 2 hours each
    o Carpentry Apprenticeship [$500 x 5]                       Maximum Capacity: 5
      Inmates are required to pass this apprenticeship before they can operate a
      carpenter table in a workshop. Registration is voluntary.
      They must have already passed the Workshop Safety Induction (see above).
      Research to unlock: Maintenance \ Prison Labour
      Requires: foreman and workshop (with one carpenter table per person)
      Duration: 5 daily sessions x 2 hours each
    o Foundation Education Programme [$300 x 10*]              Maximum Capacity: 20
      Prisoners are taught basic literacy and numeracy. Registration is voluntary.
      Research to unlock: Education
      Requires: classroom (with one school desk per person)
      Classes are taught by a visiting teacher so no staff member is required.
      Duration: 10 daily sessions* x 3 hours each
      Using the warden Leanne Johnston (unlocked on consoles by registering for a
      Double ID account) increases the pass rate for the education programmes.
      *In the console editions of Prison Architect this programme lasts ten days but
      since Update 13 it now runs for only five days in the PC game.
    o General Education Qualification [$500 x 20*]             Maximum Capacity: 10
      Prisoners can progress onto this advanced class. Registration is voluntary.
      They must have already passed the Foundation Education Programme (see above).
      Research to unlock: Education
      Requires: classroom (with one school desk per person)
      Classes are taught by a visiting teacher so no staff member is required.
      Duration: 20 daily sessions* x 3 hours each
      *In the console editions of Prison Architect this programme lasts twenty days
      but since Update 13 it now runs for only ten days in the PC game.
    o Alcoholics Group Therapy [$200 x 10]                     Maximum Capacity: 20
      Alcoholics are required to attend these sessions.
      Research to unlock: Psychology
      Requires: psychologist and common room (with one chair per person)
      Duration: 10 daily sessions x 2 hours each
    o Pharmacological Treatment of Drug Addiction [$200 x 3]   Maximum Capacity: 10
      Drug addicts are required to attend this programme. Each session addresses
      their Drugs need and passing the course has a chance of curing an addiction.
      Research to unlock: Health
      Requires: doctor and infirmary (with one medical bed per person)
      Duration: 3 daily sessions x 1 hour each
    o Spiritual Guidance [$250 x 1]                            Maximum Capacity: 20
      A service in the chapel helps to satisfy inmates' Spirituality needs. It also
      gives prisoners the Calming status effect which can be passed onto others.
      These sessions are short and easy to pass so they're good for improving each
      prisoner's Reform score in their grading (see Section 08b).
      Research to unlock: N/A
      Requires: chapel (with enough pews and/or prayers mats for everyone)
      Sessions are delivered by a visiting priest so no staff member is required.
      Duration: 1 session x 2 hours
    o Behavioural Therapy [$200 x 5]                            Maximum Capacity: 1
      Violent inmates are required to attend individual sessions with the shrink.
      Research to unlock: Psychology
      Requires: psychologist and psychologist's office
      You should also ensure that the office is not coded for Staff-only access.
      If you built the office logically with one chair behind the desk you will find
      that the prisoner sits in the psychologist's seat! You can avoid this cosmetic
      issue by putting a 1x1 sofa behind the desk and a standard chair in front.
      Duration: 5 daily sessions x 2 hours
    o Guard Tazer Certification [$100 x 1]                     Maximum Capacity: 10
      Prison guards must attend this class before they can be issued with a tazer.
      The pass-rate is around 75% so some guards will need a retake!
      Research to unlock: Education and Security \ Armoury \ Tazers \ Tazer Rollout
      Requires: security chief and classroom (with one school desk per person)
      Duration: 1 session x 1 hour
    o Parole Hearing [free]                                     Maximum Capacity: 1
      Any inmate (apart from Death Row) is entitled to a parole hearing after they
      have served 50% of the duration of their sentence and again after 75%.
      If their percentage chance of re-offending is below the threshold value (which
      can be adjusted on the Policy menu) they will be released early. If they don't
      offend again you'll receive a $3000 cash bonus (in addition to the initial
      bonus for accepting a new inmate to replace them!) but if they do re-offend
      that can count towards one of the failure conditions (game over).
      The re-offending chance is based on each prisoner's grading (see Section 08b).
      Research to unlock: Prison Policy
      Requires: parole room (with visitor table)
      Hearings are conducted by temporary visitors so no staff member is required.
      Duration: 1 session x 4 hours
      In the console editions all parole hearings take place from 8am to noon.
    o Death Row Appeal [free]                                   Maximum Capacity: 1
      A Death Row category prisoner can appeal against their death sentence. If the
      appeal is successful their Conviction Level will be reduced but if they lose
      then the value will be increased.
      If clemency is granted then the inmate will either be transferred from Death
      Row to Maximum Security (if still considered to be guilty) or released from
      imprisonment (if they are found innocent).
      If you execute a prisoner with a Conviction Level below 95% and they are later
      found to be innocent (oops) you will incur a $50,000 fine. The threshold can
      be decreased to 90% by researching Reduce Execution Liability.
      (The PC version of the game has "Likelihood of Clemency" instead of Conviction
      Level. This works in the opposite direction so the standard threshold is 5%
      and the research raises it to 10%.)
      Research to unlock: Legal \ Death Row
      Requires: parole room and execution room
      Appeals are conducted by temporary visitors so no staff member is required.
      Duration: 1 session x 4 hours
      A prisoner can have another Death Row appeal every four game days.
    o Psychiatric Consultation [$150 x 1]      (DLC only)       Maximum Capacity: 1
      When playing with the Criminally Insane option in the 'Psych Ward' DLC on PS4
      or Xbox One many of your insane inmates will have special reputations (see
      Section 08b) that cause certain behaviour/s if they don't receive regular
      treatment from a psychiatrist.
      The Psychiatric Consultation programme will also reduce their Privacy, Safety,
      Comfort and Freedom needs for several days.
      Research to unlock: N/A
      Requires: psychiatrist and psychiatrist's office (with wide sofa)
      You should also ensure that the office is not coded for Staff-only access.
      Duration: 1 session x 1 hour
    | Section 07g | Finance                                                   s07g |
    This page details your cashflow and also has the option of borrowing money.
    The cashflow is the prison's daily profit (green) or loss (red) which is always
    shown in the top-right corner of the screen.
    Research to unlock: Finance (and hire accountant)
    The financial summary shown here details your income, wages and expenses.
    The income section always includes the federal grant (fixed $2000/day) and the
    prisoner grant (the $150/day you get for each inmate) plus any money you've made
    from selling workshop exports or shop goods.
    You can also earn a daily bonus which grows with each consecutive day without
    any "incidents". This is equal to $5 per person multiplied by the length of the
    streak (e.g. $5 x 40 prisoners x 3 days = $600/day) but it caps at $1,000 per
    day (i.e. for 200+ prisoners) with a maximum daily bonus of ten grand.
    The wages column shows subtotals for your workmen, guards, administrators (the
    special roles like the chief and lawyer) and other staff. It also includes the
    small ($0.50/hr) salaries paid to prison labourers.
    The expenses include food, running costs for programmes and taxes. You can cut
    the cost of food by reducing the quantity and variety of prisoner meals but if
    you take that too far it'll cause unrest. You can get much lower tax rates by
    researching Tax Relief and Offshore Tax Haven (Bureaucracy menu).
    (If you are playing on PC with Update 11 and the staff needs system enabled then
    prisoner food and staff food will be itemised separately here.)
    Since a prison uses its own electricity and water supplies there are no costs
    for utilities regardless of the size of the jail.
                                       Bank Loans
    Once you've researched it the option to take out a bank loan will be given on
    the Finance page too. For the duration of the loan you will automatically make
    regular interest payments (5% of the loan amount per day) but the loan can only
    be paid off by making manual repayments on the Finance menu.
    Research to unlock: Finance \ Bank Loan
    By default you will have a credit rating of 1.0 but this will increase with
    successful interest payments and thus increase the amount you can borrow (up to
    the maximum of $250,000).
    (In the PC version of the game the bank loan option is on the Grants menu.)
    An alternative to taking out a loan is to sell shares in your jail (see below).
    | Section 07h | Valuation                                                 s07h |
    This page gives a breakdown of the value of your prison and lets you sell it.
    The valuation of your jail is calculated by adding the value of the structures,
    fittings, materials, staff, cash and prisoner capacity ($500 for each bed inside
    cells, dorms and holding cells) and subtracting any bank loans, your starting
    funds and big penalties ($50k each) for any escapes/deaths in the past 24 hours.
    If the prison is worth at least $50,000, you have an accountant, you haven't had
    any escapes/deaths in the past day and you haven't sold it already then you will
    also have the option to sell the prison (and you can then use those profits -
    once only - when you start another game to build a whole new jail).
    After selling your prison you can continue to operate and expand it but you
    can't sell it again and you lose the option of selling shares.
    This page also allows you to sell shares in your prison to investors. You can
    sell a percentage of the prison to receive that percentage of the valuation as
    cash but if you then sell the prison (without first buying back the shares) you
    will only receive the remaining percentage of the valuation from the sale.
    For example if your prison is worth $500,000 you could sell 20% as shares to get
    $100,000 but then when you sell the prison later you would only get 80% of the
    jail's current valuation, so for example if you'd increased the valuation to
    $600,000 you'd get $480,000 (or you could buy back your 20% for $120,000).
    | Section 08 | PRISON RUNNING MENU                                         s08 |
    Press d-pad right to access the Prison Running menu with the following options:
    o Bureaucracy (see Section 08a)
    o Prisoners (see Section 08b)
    o Staff (see Section 08c)
    o Hire Staff (see Section 08d)
    o Security Sectors (see Section 08e)
    o Patrol Routes (see Section 08f)
    o Guard Deployment (see Section 08g)
    o Logistics (see Section 08h)
    o Contraband (see Section 08i)
    o Informants (see Section 08j)
    o Prison Gangs* (see Section 08k)
    (In the PC version of the game the Staff and Prisoners menus are under Reports,
    the Gangs menu is under Intelligence and the Bureaucracy menu is accessed via
    the warden icon in the top-left corner of the screen.)
    *This option will only be available on the menu if you enable gangs when you
    chose the preference settings for a new game (see Section 03).
    | Section 08a | Bureaucracy                                               s08a |
    Several rooms, objects, staff members and functions need to be unlocked through
    the Bureaucracy research tree after hiring a warden and giving them an office.
    Research to unlock: Warden
    (If you lose access to the Bureaucracy menu your warden probably got killed in a
    riot. :( Time to hire a replacement!)
    You can choose which items to unlock but each one has a cost (see prices below)
    and will take a certain amount of time to unlock.
    Prison Policy, Psychology, Micromanagement, Health and Education are standalone
    options which can be unlocked at any time (if you have a warden and money).
    In the other four branches you need to hire the appropriate administrator (e.g.
    lawyer for Legal, accountant for Finance, etc) *and* provide them with an office
    in order to be able to research and use the other options in their branch. It's
    possible to have several admins researching one topic each at the same time.
    Pending research will show as "queued" if the admin is currently researching
    another topic, if they don't have an office or if they're tired and taking a
    break (they'll go to a staff room if you have one).
    (In the PC version of the game you can access the Bureaucracy menu by clicking
    on the warden icon in the top-left corner of the screen. You can also unlock an
    item quickly in cheat mode by holding down right-click on the menu item.)
    | Security | [$500]
      | This lets you hire a security chief. You'll need to give him an office.
      | This allows you to research the other options in the Security branch.
      | Additionally it unlocks the Security Sectors menu (see Section 08e), the
      | security room and the danger gauge.
      | .------------.
      |-| Deployment | [$1,000]
      | '------------'
      | This allows you to station guards in specific areas (see Section 08g).
      | .--------------.
      |-| Intelligence | [$1,000]
      | '--------------'
      | This unlocks the Contraband menu (see Section 08i). It also unlocks the
      | Prison Gangs menu (see Section 08k) if you're playing with that option.
      | .--------------.
      |-| Surveillance | [$2,000]
      | '--------------'
      | This unlocks the CCTV camera, CCTV monitor and phone tap (see Section 06g).
      | .---------------.
      |-| Remote Access | [$2,000]
      | '---------------'
      | This option unlocks the door servo (which can open and close a locked door
      | without a nearby guard) and the door control system, door timer and pressure
      | pad that can all be used to trigger door servos (see Section 06h).
      | It also unlocks the remote door which cannot be opened manually at all.
      | .---------.
      |-| Patrols | [$1,000]
      | '-.-------'
      |   |
      |   | This allows you to define patrol routes for guards (see Section 08f).
      |   |
      |   | .------.
      |   '-| Dogs | [$1,000]
      |     '------'
      |     This unlocks the option to hire dog handlers whose dogs can detect any
      |     "smelly" contraband (e.g. drugs and cigarettes) and escape tunnels.
      | .---------.
      '-| Armoury | [$2,000]
          | This lets you build an armoury (see Section 06d) with a weapon rack and
          | guard lockers that allow you to hire armed guards with shotguns.
          | Once you've unlocked body armour and tazers (see below) guards will
          | collect them from the armoury.
          | .-------------.
          |-| Body Armour | [$1,000]
          | '-------------'
          | After researching this option body armour will be provided for all
          | guards including armed guards and dog handlers. This gives increased
          | protection (with reduced movement speed) and costs $100 per person.
          | .--------------.
          |-| Guard Towers | [$5,000] (added in PC Update 3 and Community Update)
          | '--------------'
          | This unlocks guard towers (see Section 06e) and the snipers you require
          | to man them (see Section 08c). You'll also need to have an armoury.
          | .--------.
          '-| Tazers | [$1,000]
              | This unlocks the tazer weapon for armed guards.
              | This provides a ranged non-lethal attack but costs $400 per person.
              | An armed guard has a 70% chance to hit and the tazer takes around
              | one hour (game time) to recharge after use.
              | .---------------.
              '-| Tazer Rollout | [$5,000]
                This makes tazers available to standard guards and dog handlers too.
                However each individual must pass the Guard Tazer Certification
                programme (see Section 07f) before they're issued with one.
                Tazers allow guards to incapacitate aggressive inmates quickly and
                without the risk of injury from fighting but standard guards only
                have a 60% chance to hit.
    | Prison Policy | [$1,000]
    This unlocks the Policy menu (see Section 07d) were you can set the punishments
    for various offences, change the standards of meals and set your parole target.
    It's also required to be able to run parole hearings (see Section 07f).
    | Psychology | [$500]
    This lets you hire a psychologist. You'll need to give him an office.
    This unlocks the Needs menu (see Section 07a) which is crucial for ensuring that
    your inmates' various needs are being satisfied.
    The psychologist also delivers the Behavioural Therapy sessions and Alcoholics
    Group Therapy rehab programme (see Section 07f).
    If you're playing with the Criminally Insane option in the 'Psych Ward' DLC the
    Psychology research also unlocks the psychiatrist for Psychiatric Consultation.
    | Micromanagement | [$1,000]
    This unlocks the Catering and Laundry Services options in the Logistics menu
    (see Section 08h) which let you link laundries to other cell blocks and link
    canteens to other kitchens and cell blocks.
    In the PC version of the game it also allows you to manually reschedule your
    reform programmes and to set different patrols at different times.
    | Legal | [$5,000]
      | This lets you hire a lawyer. You'll need to give him an office.
      | This allows you to research the other options in the Legal branch.
      | .-------------.
      |-| Small Cells | [$10,000]
      | '-------------'
      | Once this option has been researched the 2x3 minimum size requirement for a
      | cell is removed, although each cell still requires a bed and a toilet so it
      | must be large enough to accommodate those.
      | (In the PC version of the game this does not affect the dorm requirements.)
      | .-----------------------.
      |-| Permanent Punishments | [$5,000]
      | '-----------------------'
      | This gives you the option of manually confining a selected prisoner to their
      | cell (lockdown) or a solitary cell for an indefinite period.
      | .------------.
      |-| Legal Prep | [$50,000]
      | '-.----------'
      |   |
      |   | This must be researched in advance before you can use the next option.
      |   |
      |   | .---------------.
      |   '-| Legal Defence | [$50,000]
      |     '---------------'
      |     This option allows you to reverse the effect of a warning that you are
      |     approaching one of the failure conditions (see Section 03).
      |     You can only use this function once per game and you need to wait until
      |     you actually get the warning before you buy it.
      | .-----------.
      '-| Death Row | [$10,000]
          | This option opens the Death Row category for prisoner intake.
          | .----------------------------.
          '-| Reduce Execution Liability | [$10,000]
            Usually if you execute a Death Row prisoner you will be fined if the
            inmate's "Conviction Level" was below 95% and they are later found to be
            innocent. With this option the threshold is reduced to 90%.
            This has the effect of reducing the number of appeals a Death Row inmate
            has to fail before you can execute them without risk of penalty.
            (The PC version of the game has "Likelihood of Clemency" instead of
            Conviction Level. This works in the opposite direction so the standard
            threshold is 5% and this legal research raises it to 10%.)
    | Health | [$500]
    Researching this option unlocks the infirmary (see Section 06d), medical bed and
    doctor (see Section 08c) for healing injured prisoners/guards/staff and the
    morgue room and slab for those that weren't so lucky!
    It also unlocks the drug rehab programme (see Section 07f) which is delivered by
    a doctor in an infirmary.
    | Finance | [$500]
      | This lets you hire an accountant. You'll need to give her an office.
      | This allows you to research the other options in the Finance branch.
      | It also unlocks the Finance menu (see Section 07g) and increases the limit
      | for your daily expenditure.
      | .----------------.
      |-| Land Expansion | [$1,000]
      | '----------------'
      | This unlocks the option of buying adjacent plots of land in Prison Architect
      | mode when you run out of room in your quest to build the ultimate mega-jail!
      | In the console editions you can only buy two plots (one north/south and one
      | (west/east). The biggest and most expensive expansions are available when
      | you start with the "Large" prison size - the first one is 16,000m² (i.e. 16k
      | squares) for $80,000 and the second one is 24,000m² for $120,000.
      | Even if you don't currently want to expand your prison you could buy a new
      | plot and make it into one big forestry zone. With sufficient gardeners and
      | workmen to operate it this should provide a hefty supplement to your income.
      | .-------------.
      |-| Extra Grant | [$500]
      | '-------------'
      | This allows you to open and work towards three grants (see Section 07e) at
      | the same time instead of the usual two.
      | .-----------.
      |-| Bank Loan | [$500]
      | '-----------'
      | This gives you the option of taking out a bank loan (see Section 07g).
      | .------------.
      |-| Tax Relief | [$10,000]
      | '------------'
      | This reduces the tax rate on your profits from 30% to 15%.
      | Since this halves your daily tax payments it soon pays for itself.
      | .--------------------.
      '-| Offshore Tax Haven | [$50,000]
        This reduces the tax rate on your profits from 15% to only 1%!
        This second tax upgrade costs five times more than the first but it provides
        a massive reduction which will really boost your cashflow (daily profits).
    | Education | [$2,000]
    Researching this options allows you to run the educational programmes for your
    prisoners (see Section 07f). It also unlocks the classroom (see Section 06d).
    | Maintenance | [$500]
      | This lets you hire a foreman. You'll need to give him an office.
      | This allows you to research the other options in the Maintenance branch.
      | He also runs the Workshop Safety Induction and Carpentry Apprenticeship
      | programmes (see Section 07f) required for prison labour in the workshop.
      | .-------.
      |-| Clone | [$1,500]
      | '-------'
      | This adds the clone tool (see Section 06j) to the Construction menu which
      | lets you copy and paste an existing room (including any objects inside).
      | .----------------.
      |-| Groundskeeping | [$2,000]
      | '----------------'
      | This lets you hire gardeners who are effectively outdoor cleaners.
      | A gardener is required to automatically replant trees in a forestry zone.
      | .----------.
      |-| Cleaning | [$2,000]
      | '----------'
      | This lets you hire janitors who are indoor cleaners. They can also assist
      | with laundry duties if you have a laundry room.
      | It also allows you to build cleaning rooms (see Section 06d) which can be
      | used to allocate prison workers (if you've also researched Prison Labour).
      | .---------------.
      '-| Prison Labour | [$1,000]
        This adds the option to allocate prisoners to work in kitchens, workshops,
        laundries, cleaning rooms, libraries, shops and mail rooms (see Section 06d)
        during any Work time in the daily regime.
        Workers can be assigned via Prison Running \ Logistics \ Prison Labour.
        It also unlocks the training programmes for workshop and kitchen labour.
    | Section 08b | Prisoners                                                 s08b |
    This section is all about your inmates who will be the source of most of your
    income - and most of your problems!
    Once you've built your initial prison with some basic facilities and a secure
    perimeter you can request your first prisoners using the Intake function (see
    Section 07b). They'll be delivered to the jail by bus and then get escorted by
    available guards to their cells (after a search in reception if you have one).
    The Prisoners menu shows all of your current inmates and you can browse or sort
    the list. Face icons indicate whether each prisoner is satisfied or unhappy.
    When you hover your cursor over a prisoner it will show their cash total (below
    them) and any reputations and unsatisfied needs (pop-up at bottom-left). On PC
    the pop-up also shows their age, cell quality and any current status effects.
    If you select a prisoner and press Cross you'll be able to view their personal
    file which will have some or all of the following sections.
    o Biography
      The first page shows the inmate's backstory, age, recent behaviour record and
      family members plus details of their prison sentence. It also gives info about
      their cell quality (see Section 08h).
    o Schedule Execution
      For any Death Row prisoner you will always have the option to schedule their
      execution (see Section 11) but - if you want to avoid the risk of being fined
      if they are later found to be innocent - you will usually want to wait until
      after several unsuccessful Death Row appeals (see Section 07f) have pushed
      their Conviction Level over the state-approved threshold value.
    o Convictions
      This shows their criminal record including their pleas and the sentences that
      were imposed. The offences they've committed can give an indication of which
      trait/s (see below) an inmate might have.
      If a prisoner kills someone in the jail they'll receive an additional murder
      charge (and an extra 25 years on their sentence!) which will be shown here.
    o Experience
      This page has three pie-charts which give breakdowns of how the prisoner has
      been spending their time in jail - their activities (including programmes and
      misconduct), their mood and their condition (including suppression).
    o Programmes
      This lists the inmate's programmes (see Section 07f) including parole hearings
      and Death Row appeals. For current programmes it shows their probability of
      passing and for previous programmes it shows whether they passed or failed.
    o Grading
      There are four scores here which together combine to give the percentage
      chance that the prisoner will re-offend after release from jail.
      Punishment - increases with number of years spent in prison
                 - increases with percentage of Lockup time
                 - increases with percentage of time with "Suppressed" status*
                 - decreases with percentage of Free-Time 
                 - decreases with percentage of time spent on reform programmes
          Health - increases with percentage of time with "Well Fed" status
                 - increases with percentage of time spent on exercise
                 - decreases with percentage of time with "Drunk" or "High" status
                 - decreases with percentage of time with untreated injuries
                 - decreases if inmate currently has an addiction
        Security - increases with percentage of Lockup time
                 - increases with percentage of time with "Suppressed" status*
                 - decreases with percentage of time spent on misconduct
                 - decreases with number of fights, murders and escape attempts
          Reform - increases with percentage of time spent on programmes
                 - increases with percentage of time spent on prison labour
                 - increases with number/level of programmes passed
      On the Policy menu (see Section 07d) you can set the target value for the
      chance of re-offending which an inmate must achieve to be released on parole.
      The overall gradings and stats for your prison are shown on the pause screen.
      In the PC edition these can be accessed via the pie chart icon at the top-left
      corner next to the Bureaucracy icon.
      *The suppression effect is caused by lockdown/solitary punishments and by
      having armed guards or snipers stationed near prisoners.
    o Reputation
      If the prisoner has one or more known reputations (see below) these will be
      shown on this page. You can browse with d-pad to view the details of each.
    If you select a prisoner and press Square (instead of Cross) you'll get an
    extended menu with the same sections as above plus most of these extra options:
    - Punish (with lockdown or solitary)
    - Search Prisoner (for contraband items)
    - Search Cell Block / Search Cell (use d-pad to toggle)
    - Security (amend their risk category - see below)
    - Recruit Informant (if a prisoner in solitary is willing to be an informant)
    - Intelligence (if the inmate is already an informant)
                                    Risk Categories
    The basic risk categories (Minimum, Medium and Maximum Security) give a rough
    indication of how violent and troublesome each prisoner is likely to be. If an
    individual inmate is more aggressive than expected you can upgrade their risk
    category using the Security function on their Options menu.
    Optionally you can use the Security Sectors menu (see Section 08e) to restrict
    access for specified areas to prisoners in one category. You can also set up
    separate daily regimes for different categories (see Section 07c).
    On the Intake menu you can choose what types of prisoners to accept. You'll get
    bigger initial payments for taking inmates in higher risk categories (see below)
    but once they've arrived you'll get the same daily payment ($150) for all types.
    Inmates that arrive as Max-Sec usually have longer jail sentences so you'll get
    early-release bonuses less frequently. However once you've recruited one as an
    informant or trained them to build beds in the workshop you can take advantage
    of these services for longer before they're released.
    o Minimum Security (grey clothes) [$300]
      Prisoners in this category have committed relatively minor offences - they're
      the least likely to cause trouble and they have shorter prison sentences.
    o Medium Security (orange clothes) [$500]
      Inmates in this category are more likely to display negative behaviour like
      violence, stealing contraband and trying to escape.
    o Maximum Security (red clothes) [$1000]
      These prisoners are the most likely to become aggressive if their needs (see
      Section 07a) are not met and this category is most likely to cause trouble.
      If you are playing with the gangs mechanic enabled (see Section 08k) new
      inmates in the Max-Sec category are the most likely to be gang members too.
    o SuperMax (dark red clothes) [N/A]
      You have the option of transferring your most dangerous prisoners into the
      SuperMax category. Such prisoners would usually be confined to a separate
      prison wing with heavy security (armed guards) and/or large luxury cells.
      You should use SuperMax for Legendary prisoners and others who have several
      reputations (see below). It can also be used for gang leaders (to stop them
      recruiting from the general population) or even all gang members.
    o Protective Custody (yellow clothes) [N/A]
      Inmates with some reputations (see below) such as Snitch and Ex-Prison Guard
      are likely to be attacked and killed by other prisoners.
      If you assign them to the Protective Custody category you can either keep them
      on permanent lockdown in large individual cells (with items to satisfy their
      needs - shower, TV, phone booth, weights, etc) or construct a separate PC wing
      with all the basic facilities (yard, canteen, etc).
    o Death Row (black clothes) [$2500]
      Once you have cells assigned to Death Row (in the Security Sectors menu) you
      can choose to accept prisoners with death sentences. These guys don't have a
      daily regime and spend almost all of their time in their cells waiting for
      their execution (see Section 11) so you should give them nice cells.
      Research to unlock: Legal \ Death Row
    o Insane Security (white clothes) [$2500]                            (DLC only)
      You will only have this category if you're playing with the Criminally Insane
      option applied in the 'Psych Ward' DLC (PS4 or Xbox One).
      Insane prisoners always have one or more insane reputations (see below). They
      are only available via intake - it's not possible to transfer a sane prisoner
      into the insane category.
      Each insane prisoner requires a padded cell; the Intake menu shows how many of
      your padded cells are currently available.
    Prisoners can have specific reps, all of which can cause trouble for you!
    In the PC edition any reputations are shown in the pop-up when you mouseover an
    inmate and if you open the Intelligence menu all known reps will be displayed
    simultaneously as small text labels next to prisoners.
    It's much less convenient on consoles. You can still hover over a prisoner but
    now reps are indicated by complicated symbols instead of words. More crucially
    there's no way to view reputations without selecting individual inmates - but
    you can at least use the Informants view to have any prisoners with unknown reps
    ("?" symbol) highlighted with a red outline. It's simplest to do this while all
    your residents are eating or sleeping.
    Some inmates might have an upgraded version of a reputation, such as "Extremely
    Deadly" or "Expert Fighter" which makes them especially dangerous and a good
    candidate for SuperMax - on consoles this is indicated by a red rep icon. A few
    prisoners have the "Legendary" rep which means that they'll have several other
    reputations which together make them very formidable opponents. In the console
    editions this is indicated by the knuckle-duster (brass knuckles) icon.
    If you have random single deaths it's usually because the prisoner had the rep
    Snitch, Ex-Law Enforcement or Ex-Prison Guard and they were assassinated by the
    other prisoners! (You can check their reps as their bodies are loaded into the
    hearse.) Even one death is bad because it kills your streak for the daily bonus
    (see Section 07g) plus you can't sell your prison or shares for 24 hours.
    It's a good idea to check each of your new arrivals individually so you can bump
    dangerous inmates up to Max-Sec or SuperMax and put vulnerable prisoners (e.g.
    snitches) into Protective Custody. You can build separate wings for these guys
    or at least give them dedicated cell blocks and regimes so they use canteens,
    showers and yards at different times to other prisoners.
    Hidden reputations can be found by using informants (see Section 08j) or phone
    taps (see Section 06g) to gather intel. Activating a confidential informant who
    has 100% coverage will reveal all previously unknown reputations so you could
    activate one just before a new intake arrives.
    It's hard to keep track of your unknowns on consoles so I suggest transferring
    all of them to Protective Custody (yellow uniforms) and temporarily putting them
    on permanent lockdown in their cells. If you don't have any good informants then
    assign some cells as PC (Security Sectors menu), put a phone booth in each cell
    and fit them all with phone taps. After about a day any prisoners with family
    will use the phone and give away their reputation/s. Those with dangerous reps
    can then be transferred to other categories as appropriate.
    Here are all the standard reputations (with console icons in brackets):
    o Cop Killer (police badge with bullet holes)
      Guards might attempt revenge when restraining him!
    o Deadly (skull)
      Sometimes gives one-hit kill in melee combat.
    o Ex-Law Enforcement / Ex-Prison Guard (broken police badge)
      At risk of assassination by inmates.
    o Fearless (lion - grrrr!)
      Not intimidated by armed guards and less likely to surrender.
    o Gang Member* (crown)
      Affiliated with one of the three prison gangs (see Section 08k).
    o Instigator (lit match)
      Encourages other inmates to join him in misconduct.
    o Legendary* (brass knuckles)
      Multiple reputations - exceptionally dangerous!
    o Quick (running man)
      Faster movement speed.
    o Skilled Fighter (two fists)
      Able to disarm an opponent in combat.
    o Snitch (mouth and ear)
      At risk of assassination by inmates.
    o Stoical (sloping face)
      Does not receive "Suppressed" status from solitary/lockdown punishments.
    o Strong (bicep flex)
      Heavier physical attacks.
    o Tough (scarred face)
      Increased resistance to damage and tazers.
    o Volatile (radiation symbol)
      More likely to cause trouble.
    The PC version of the game includes the reputation "Federal Witness" which may
    be applied when playing with random events enabled.
    The PC edition also has Escape Mode where you can earn rep points and use them
    to buy reputations to upgrade your crew (see Section 14).
    *If you're playing with the optional gangs (see Section 08k) there's a chance
    that each new prisoner will be a gang member (more likely with Max-Sec) and any
    new "Legendary" inmate has a chance of being a gang leader (one per gang).
                                   Insane Reputations (DLC only)
    When playing with the Criminally Insane option in the 'Psych Ward' DLC (PS4 and
    Xbox One) all insane inmates have the Criminally Insane reputation by default.
    Many will also have one or more of the other special reps listed below. Most of
    these cause a certain behaviour if the patient goes several days without any
    treatment so you'll need to hire some psychiatrists and run the new Psychiatric
    Consultation programme if you want to maintain control.
    Insane inmates can have normal reputations like Strong and Stoical too.
    If an insane prisoner has five or more reputations in total then he will be
    labelled as "Psychopathic" (instead of "Criminally Insane") at the top of his
    profile next to his name. If you use the DLC warden Doctor Slugworth then a
    larger proportion of your insane intake will be psychos.
    Here are all the insane reputations (with console icons in brackets):
    o Addiction (needle, spoon and capsules)
      More likely to become a drug addict when suppressed or untreated.
    o Claustrophobic (figure crouched in box)
      Stronger desire to escape when suppressed or untreated.
    o Criminally Insane (deranged face behind bars)
      Inmates in the Insane category always have this reputation.
    o Depressed (sad face)
      Moves slowly when suppressed or untreated.
    o Hyper-Active (six blurred arms)
      Moves quickly when suppressed or untreated.
    o Insomniac (gaunt face and crescent moon)
      Requires very little sleep.
    o Outbreaks (hammer and shattered glass)
      Prone to violent behaviour when suppressed or untreated.
    o Sickness (face with thermometer and ice-pack)
      Prone to sickness or incontinence when suppressed or untreated.
    o Weak (skinny arm)
      More likely to be injured in combat.
    Prisoners also have various traits which determine their behaviour in the jail
    although these are not displayed explicitly within the game.
    An inmate's criminal record may give hints of their traits, for example someone
    jailed for assault could be Violent while an arsonist could be Destructive.
    o Clever (more likely to dig escape tunnels)
    o Controlling (?)
    o Destructive (more likely to cause property damage)
    o Fraud (?)
    o Lethal (more likely to kill)
    o Narcotics (more likely to have drug/alcohol addiction)
    o Petty (?)
    o RisksLife (?)
    o Sexual (?!)
    o Theft (more likely to steal contraband items)
    o Vehicular (?)
    o Violent (more likely to display aggression)
                                     Status Effects
    These are various temporary effects that prisoners can have.
    o Angry (e.g. upset after parole denied, increases unrest)
    o Calming (peaceful after Spiritual Guidance programme, reduces unrest)
    o Drunk / High (intoxicated with alcohol/drugs)
    o Overdosed (overdosed on drugs, requires urgent medical treatment)
    o Suppressed (caused by solitary/lockdown or armed guards, reduces misconduct)
    o Surrendered (caused by armed guards, ends misconduct)
    o Tazed (immobilized by guard's tazer)
    o Well Fed (Food need and other needs are very satisfied)
    o Withdrawal (addict deprived of drugs)
    The PC version of Prison Architect also includes the status effects Overheated
    (when using the temperature system), Bleeding (during a workshop accident event)
    and Sick (during a virus outbreak event).
    | Section 08c | Staff                                                     s08c |
    The Staff page gives a summary of your prison's workforce.
    Subtotals are shown for your workmen, guards, staff (e.g. cooks, janitors and
    gardeners) and administrators (e.g. warden, security chief, foreman, etc).
    Staff gradually become tired while working. When someone becomes exhausted they
    will stop working until they recover. If a staff room is available they will go
    there instead and recover much faster. Armed guards use the armoury instead of a
    staff room and dog units use the dog crates in the kennel.
    o Workman [$100/day]                 ¯¯¯¯¯¯¯
      Your workmen perform all construction duties in your prison.
      They also perform custodial roles like moving deliveries/exports/garbage,
      repairing damaged furniture/equipment and felling trees in forestry.
      You might choose to temporarily recruit additional workmen while expanding
      your prison and then dismiss some of them after you've finished building.
    o Guard [$100/day]                    ¯¯¯¯¯¯
      The guards perform a wide range of vital functions within your prison.
      In addition to generally maintaining order they will also unlock jail doors
      and road gates, perform searches/Shakedowns, seize contraband items, escort
      inmates to cells/solitary and operate surveillance/door workstations. (Armed
      guards and dog handlers (see below) will not perform these extra functions.)
      Deployed guards can deter aggressive behaviour and theft of contraband.
    o Armed Guard [$350/day]
      Specifically they're armed with shotguns by default. They will only fire to
      defend themselves or other staff members unless you've issued the "Freefire"
      command (Emergencies menu).
      Research to unlock: Security \ Armoury
      Armed guards cause the "Suppressed" status in nearby prisoners which reduces
      unrest - this is useful in controlling dangerous prisoners or preventing a
      potential riot. A violent prisoner might surrender when confronted by an armed
      guard (you'll see them put their hands up) and this also causes the inmate to
      become instantly fully suppressed.
      However the suppression effect makes inmates less likely to join or complete
      education programmes and simply having armed guards on duty increases the
      overall danger level of your jail. Additionally there is the obvious risk that
      they might get killed and have their guns taken by prisoners!
      Normal guards and dog handlers won't enter sectors controlled by rioters (red
      areas) but armed guards are happy to get in there and kick some ass, although
      there is that potential for them to get outnumbered and deliver shotguns into
      the hands of the rioters. The riot guards (Emergencies menu) are specialists
      for this kind of work and they don't carry guns.
      Armed guards use an armoury to recover when tired instead of a staff room.
      Requires: one guard locker in armoury per armed guard
    o Sniper [$500/day] (added in PC Update 3 and PS4/Xbone Community Update)
      A sniper will automatically deploy into any accessible guard tower.
      Research to unlock: Security \ Armoury \ Guard Towers
      Requires: guard tower
      Just like armed guards the snipers provide a local suppression effect but they
      also add to the overall danger level of the prison.
      If an armoury is available each sniper will report there to collect a sniper
      rifle with a scope and laser sight. They will then fire warning shots at any
      inmate causing trouble. They will only fire kill-shots if 1) an escaping
      prisoner is outside the perimeter, 2) the "Freefire" command has been issued
      or 3) they have already fired several warning shots.
    o Dog Handler [$150/day]
      Each canine unit consists of one handler and one dog.
      Dogs can detect any contraband tagged as "smelly" so they can be deployed near
      drug sources or in busy thoroughfares to find narcotics on inmates.
      They can also detect potential escape tunnels which are indicated by a brown
      circular trowel icon and a small yellow flag when you zoom in. This will often
      be a false alarm however so you usually only need to worry when you get more
      than one flag in the same place or when the flag is on a direct line between
      cell toilets and the perimeter wall. Tunnels can then be exposed by performing
      a cell block search or a full Shakedown.
      If you select the warden J.W. Periwinkle there will be a 50% chance of a dog
      revealing the entire route of a tunnel instead of just marking it with flags.
      Research to unlock: Security / Patrols / Dogs
      Dogs use a kennel (dog crates) to recover when tired instead of a staff room;
      they can also heal there if injured.
      Hovering the cursor over a dog shows its name - my favourite is Salsa. :) This
      feature was added in the May 2016 pre-release update for the console game.
    o Doctor [$100/day]                  ¯¯¯¯¯
      Your medics will be based in your infirmaries where they can heal injured
      guards, staff and prisoners.
      A doctor is also required to run the Pharmacological Therapy programme to
      treat drug addictions (see Section 07f) and if summoned quickly enough they
      can save an addict with a severe Drugs need who suffers an overdose event.
      Research to unlock: Health
    o Cook [$100/day]
      Cooks work in kitchens to cook ingredients for meals.
      They also collect and clean food trays after service and pick up food crates
      from the deliveries area (so you may get a backlog of food deliveries while
      your chefs are busy cooking prior to a meal).
      You can supplement your kitchen workforce using prison labour.
      One cook is also required to run the Kitchen Safety & Hygiene programme which
      must be passed by prisoners before they work in a kitchen (see Section 07f).
      Requires: kitchen
    o Janitor [$50/day]
      Janitors serve as cleaners for indoor areas (rooms and corridors) in your
      prison. They do not require a cleaning cupboard for this role and they can
      access Staff areas which prisoners on cleaning duty cannot enter.
      They will also perform laundry duties if you have a laundry room.
      Research to unlock: Maintenance \ Cleaning
      If your janitors are spending too much time on laundry and not enough time on
      cleaning then you should hire more janitors or assign more prisoners to work
      in cleaning cupboards and laundries.
    o Gardener [$50/day]
      The gardeners maintain any outside areas of the jail that have "floorings"
      such as grass and paving tiles. Over time these get overgrown with green
      moss and white flowers in the same way that indoor spaces soon get covered in
      grime that can be removed by janitors/prisoners cleaning.
      A gardener is also required to plant any trees you buy and to automatically
      plant new trees in forestry zones.
      Research to unlock: Maintenance \ Groundskeeping
    o Warden [$200/day]              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
      A warden is required to unlock any features in Bureaucracy (see Section 08a).
      They're also needed to amend the daily regime (see Section 07c) and to run
      reform and education programmes (see Section 07f).
      You have a choice of six different warden characters with various gameplay
      modifiers (see Section 03) and the console DLC expansions (see Section 04)
      add further warden characters with unique effects.
      When you hire a replacement after a warden is fired/killed it will always be
      the same character you selected initially.
      Requires: office
      If you're playing with failure conditions enabled you might want to provide
      additional security measures for your warden (heavy door and guard deployed)
      because too many warden deaths can cause "game over".
    o Chief [$200/day]
      Having a security chief allows you to unlock and use features in the Security
      branch of the Bureaucracy research tree (see Section 08a).
      A chief is also required to run the Tazer Certification programme which is
      required by guards and dog handlers before they get tazers (see Section 07f).
      He also forms part of an execution detail along with the warden and a priest.
      Research to unlock: Security
      Requires: office
    o Foreman [$200/day]
      Having a foreman allows you to unlock and use features in the Maintenance
      branch of the Bureaucracy research tree (see Section 08a).
      The foreman is also required to run the Workshop Safety Induction programme
      which must be passed by prisoners before they work in a workshop and the
      Carpentry Apprenticeship programme which an inmate requires before they can
      use a carpenter table to make beds (see Section 07f).
      Research to unlock: Maintenance
      Requires: office
    o Accountant [$200/day]
      Having an accountant allows you to unlock and use features in the Finance
      branch of the Bureaucracy research tree (see Section 08a).
      She also gives access to the Finance and Valuation menus.
      Research to unlock: Finance
      Requires: office
    o Psychiatrist [$200/day]                 (PS4/Xbone 'Psych Ward' DLC required)
      If you're playing with the Criminally Insane option then you can hire some
      psychiatrists to run the Psychiatric Consultation programme.
      Many of your insane inmates will have special reputations (see Section 08b)
      which cause various behaviours if they don't receive regular treatment.
      Research to unlock: Psychology
      Requires: office (wide sofa needed for programme)
    o Psychologist [$200/day]
      Having a psychologist allows you to view individual prisoners' psychological
      needs (see Section 07a) and to assess the overall needs of your population.
      Psychologists are also required to run the Alcoholics Group Therapy programme
      to treat alcohol addictions and the Behavioural Therapy programme to counsel
      inmates that demonstrate violent tendencies (see Section 07f). Hiring several
      psychologists allows you to run multiple sessions.
      Research to unlock: Psychology
      Requires: office
    o Lawyer [$200/day]
      Having a lawyer allows you to unlock and use features in the Legal branch of
      the Bureaucracy research tree (see Section 08a).
      Research to unlock: Legal
      Requires: office
    | Section 08d | Hire Staff                                                s08d |
    All new staff must be hired via this menu. In addition to their daily wages you
    also need to pay an initial fee for each person (see below) which represents
    the recruitment, training and equipment costs. While you're free to hire and
    fire your workforce repeatedly, the game does apply this financial penalty.
    Each time you hire a new employee they'll appear instantly at the position of
    your cursor - this can be used to assign doctors to specific infirmaries. If
    the hiring function fails (and you have sufficient funds) it'll usually be
    because the location at your cursor is blocked by a wall or object.
    After researching Body Armour this will be issued to all guards, armed guards
    and dog handlers, effectively increasing their initial cost by $100.
    After researching Tazers these will be issued to all armed guards, effectively
    increasing their initial cost by $400. If you then research Tazer Rollout you
    will also need to pay $400 for any guards and dog handlers that pass the Guard
    Tazer Certification programme (see Section 07f).
    o Accountant [$1000]
    o Armed Guard [$1500]
    o Chief [$1000]
    o Cook [$500]
    o Doctor [$1000]
    o Dog Handler [$500]
    o Foreman [$1000]
    o Gardener [$500]
    o Guard [$500]
    o Janitor [$500]
    o Lawyer [$5000]
    o Psychiatrist [$1000] (PS4/Xbone 'Psych Ward' DLC required)
    o Psychologist [$1000]
    o Sniper [$2000] (added in PC Update 3 and PS4/Xbone Community Update)
    o Warden [$1000]
    o Workman [$500]
    You can also purchase the temporary services of firemen, paramedics and riot
    guards from the Emergencies menu (see Section 09).
    The following roles also exist in the game but these folks will always appear
    automatically when required so you don't need to hire 'em.
    o Appeals Lawyer (represents prisoner at Death Row Appeal)
    o Appeals Magistrate (conducts Death Row Appeal)
    o National Guard (deployed to prison when riot escalates - game over)
    o Parole Lawyer (represents prisoner at parole hearing)
    o Parole Officer (conducts parole hearing)
    o Spiritual Leader (leads Spiritual Guidance programme and attends executions)
    o Teacher (delivers educational programmes)
    o Truck Driver (helps load/unload delivery trucks)
    | Section 08e | Security Sectors                                          s08e |
    By default all new rooms, zones and corridors are coded as Shared which means
    that all prisoners are allowed there.
    You can use the options on the Security Sectors menu to restrict any specified
    indoors or outdoors area (enclosed by walls, fences or water) to prisoners of a
    certain risk category (and staff) or to staff only.
    (In the PC version of the game you can do all this via the Deployment menu.)
    Research to unlock: Security (and hire chief)
    The following sector restrictions are available (console colour-codes):
    o Shared (white)
    o Unlocked (pale green)
    o Minimum Security (navy blue)
    o Medium Security (orange)
    o Maximum Security (turquoise)
    o SuperMax (pale red)
    o Death Row (green)
    o Protective Custody (yellow)
    o Insane Security (red) (PS4/Xbone 'Psych Ward' DLC required)
    o Staff (pale purple)
    If you have a mixed population with prisoners of various risk categories (see
    Section 08b) you can segregate them by allocating each category to their own
    own cell block. You'll need to ensure that any resources you want them to use
    are either set to Shared or duplicated for each group, for example if you have
    separate cell blocks for Med-Sec and Max-Sec you'll need to have either one
    Shared canteen or one canteen for Med-Sec and another for Max-Sec. Also you'll
    want to check that their access routes aren't blocked by areas they can't enter,
    for example if there's a Staff corridor between the cells and the canteen.
    It's wise to use security sectors to create a small self-contained wing where
    you can have cells and essential facilities for Protective Custody prisoners
    who would be in danger if they were integrated with the general population (and
    similar precautions should be taken for SuperMax prisoners). At the very least
    they should have a dedicated cell block and a different regime so they use the
    showers, canteen and yard when other categories are elsewhere.
    The Staff coding should be used for secure areas like armouries and security
    rooms and for contraband sources that don't require prisoner access such as
    staff rooms, morgues, storage, forestry and offices (except the psychologist's
    office which is required for the Behavioural Therapy programme). If you're not
    using prison labour there then your kitchens can be set to Staff-only too.
    You can also create a small Staff lobby before an entrance to restrict prisoner
    movement. This is useful for example if you have your Protective Custody wing
    adjacent to Shared rooms. New prisoners will be escorted in through the lobby by
    guards and then won't wander off because the only exit is through a Staff area.
                            ________   _______   ______
                                    |_|       |_|
           <-- Shared accommodation  _  Staff  _  Protective Custody wing -->       
                            ________| |_______| |______
    Lobbies can also be used if you want to restrict a room to two risk categories.
    For example you could build a Shared canteen with two doors and build a small
    Min-Sec room outside one door and a Med-Sec room outside the other.
                                 ___   ___     ___   ___
                                |  _| |_  |   |  _| |_  |
      Minimum Security room --> | |     | |   | |     | | <-- Medium Security room
                           _____| |_   _| |___| |_   _| |_____
                          |  _______| |___________| |_______  |
                          | |                               | |
                          | |    C A N T E E N (Shared)     | |
    Remember to check your security coding after remodelling or merging areas (or
    even just swapping doors) since it will sometimes default back to Shared.
    Update 10 in the PC game added the new option of "Access-Only". Prisoners and
    staff will always avoid areas zoned as access-only areas if possible when they
    plan their routes around the prison.
    Update 13 on PC added "Prisoner Direction" and "Others Direction" options. These
    allow you to specify the preferred direction of travel for doors and corridors
    so large busy rooms like canteens can have separate entrances and exits. People
    will obey these directions unless there is no alternative route available.
    | Section 08f | Patrol Routes                                             s08f |
    This menu allows you to draw patrol routes in and around the prison and then
    assign one or more guards to each one.
    Research to unlock: Security \ Patrols
    o Create Patrol
      This lets you set up new patrol routes by marking adjacent squares.
      There is no maximum or minimum length and patrol routes can be as simple or as
      complicated as you wish.
    o Guards
      Use this to assign one or more guards to patrols.
    o Armed Guards
      Use this to assign one or more armed guards to patrols.
      Research to unlock: Security \ Armoury
      Remember that armed guards cause suppression locally and increase the overall
      danger level of your prison.
    o Dog Handlers
      Use this to assign one or more dog handlers to patrols.
      In the PC edition after unlocking Micromanagement you can run various patrols
      at different times of day so you can keep dog units in areas with contraband
      threats during the day and then get them to patrol between the cell blocks and
      the perimeter fence to check for escape tunnels during the night.
      Research to unlock: Security \ Patrols \ Dogs
    (In the PC version of the game you do all this via the Deployment menu.)
    | Section 08g | Guard Deployment                                          s08g |
    This menu is used to simply assign guards to specific parts of the prison.
    Deployed guards can discourage violence/theft and open locked jail doors - and
    if trouble kicks off in their area they can respond more quickly.
    Research to unlock: Security \ Deployment
    You can assign one or more guards to each room or enclosed area in your jail. A
    grey circle indicates a guard position allocated to a location but only a blue
    circle shows that a guard is available and manning that station. If a circle
    doesn't turn blue then you need to hire more guards.
    Often an outdoors area will be quite large so if you want to place a guard at a
    specific location just use a very short patrol route instead of deployment.
    Remember to leave some guards floating (unassigned) to respond to emergencies
    or to deal with random duties like escorting prisoners. Idle guards will tend
    to congregate in security rooms so you can build these in central areas or near
    places where you might need a rapid response (yards, showers, main entrance).
    o Guards
      Use this to assign one or more guards to an area.
    o Armed Guards
      Use this to assign one or more armed guards to an area.
      Research to unlock: Security \ Armoury
      Remember that armed guards cause suppression locally and increase the overall
      danger level of your prison.
    o Dog Handlers
      Use this to assign one or more dog handlers to an area.
      Research to unlock: Security \ Patrols \ Dogs
    (I think on PC you can currently only assign standard guards to an area, but
    if you have patrols unlocked you can simply allocate an armed guard or a dog
    handler to a short patrol route there instead.)
    | Section 08h | Logistics                                                 s08h |
    Logistics covers prisoner workers, catering, laundry and cell quality.
    (If you're playing with the temperature mechanics enabled in the PC version of
    the game then you can use the additional Temperature option in the Logistics
    menu to show a colour representation of the temperature in every room.)
    The Logistics menu has the following four options (on consoles):
    o Prison Labour
      You can have prisoners doing the laundry, making licence plates and working in
      the woodworking workshop and library - just like 'The Shawshank Redemption'!
      This option lets you assign inmates to work in your workshops, laundries and
      libraries in addition to your kitchens, cleaning rooms, mail rooms and shops
      (see Section 06d) during Work time in their daily regimes (see Section 07c).
      Research to unlock: Maintenance / Prison Labour
      Workers are automatically paid $0.50 per hour (from your budget) and they can
      use money to buy goods from a shop - or contraband from other inmates! They
      can earn a maximum total of $9,999 cash (over a long sentence).
      If you have kitchen workers they should be scheduled with Work on the regime
      in the hours immediately before Eat times so they can help prepare meals.
      Any prisoners not assigned to work duties will use Work phases as Free-Time*
      so they can use shops while other inmates are working there. You can increase
      the number of potential customers by scheduling the Work time for one category
      of prisoners to coincide with Free-Time for another.
      Some workplaces require all prisoner workers to have passed a programme (see
      Section 07f) before they can work there. Kitchen Safety & Hygiene is needed
      for the kitchen, Workshop Safety Induction for the workshop and (now only in
      the console versions) Foundation Education programme for the library.
      *The PC version of the game now lets you choose whether prisoners without work
      or programme commitments get Free-Time or Lockup instead.
    o Catering ("Food Distribution" in the PC version)
      This shows which kitchens supply each canteen and which cell blocks, detached
      cells, holding cells and solitary cells are serviced by each canteen.
      These are allocated automatically but can be adjusted manually.
      Research to unlock: Micromanagement
      (When playing with a women's prison in the PC version of the game you can also
      assign family cells to the nurseries since mothers don't use canteens.)
    o Laundry Services ("Laundry Distribution" in the PC version)
      This shows which cell blocks and receptions are assigned to each laundry.
      These are allocated automatically but can be adjusted manually. When you have
      multiple laundries you can use this option to help balance their workloads.
      Research to unlock: Micromanagement
    o Cell Quality
      Each cell has a quality rating and every inmate is entitled to a certain cell
      quality based on their recent good/bad behaviour.
      Research to unlock: Micromanagement or Maintenance \ Prison Labour
      You can improve a cell's quality by making it larger and adding objects - each
      of the following features gives 1 point for a possible maximum of 10 points:
         o 6+ squares floorspace (e.g. 2x3)    o 1 chair
         o 9+ squares floorspace (e.g. 3x3)    o 1 bookshelf
         o 16+ squares floorspace (e.g. 4x4)   o 1 TV
         o 1 shower head                       o 1 radio*
         o 1 office desk                       o 1 outside window (exterior view)
      (A holding cell always has a negative cell quality rating.)
      A prisoner who has gone several consecutive days without misconduct will be
      entitled to a higher quality cell than an inmate who has offended recently.
      This gives your population an incentive to not misbehave - and additionally
      having TV's and radios in cells provides Recreation and showers allow inmates
      to wash during Lockup time (and stops the chaos that can ensue during morning
      showers in communal facilities).
      The Cell Quality view shows the prisoner entitlement and cell quality for
      every cell in the prison, for example "5/3" means the occupant is entitled to
      level 5 but the cell only currently provides level 3.
      Each cell is also colour-coded - green means the cell matches or exceeds the
      prisoner's entitlement, red means the cell quality is too low and orange just
      indicates empty cells (with the quality rating shown).
      Clicking on a cell shows what changes you can make to improve its quality -
      obviously with an existing cell it's easier to add objects than to increase
      the floorspace! When using the Objects menu (under Construction menu) you can
      also filter the list to show only objects that improve cell quality.
      Prisoners will be transferred between cells as necessary to achieve the best
      matches between entitlement and quality but they can only ever get moved into
      cells that are coded (Security Sectors) for their category or as "Shared".
      (If you're building large luxury cells for prisoners on permanent lockdown -
      such as Death Row, SuperMax or Protective Custody - it's more important to
      focus on addressing needs rather than increasing cell quality. The radio and
      TV both provide Recreation (so you only need one or the other), the chair can
      provide Comfort (but a bed does that already) and the desk and bookshelf do
      nothing. You should also add a phone booth (Family need) and weights bench
      (Exercise need) plus a prayer mat if the occupant has a Spirituality need.)
      *Update 10 in the PC edition of the game replaced the radio requirement for
      dorm quality with the phone booth.
      The Community Update on PS4 and Xbox One added the comfy bed object which can
      also give +1 to cell quality although the maximum rating is capped at 10.
    | Section 08i | Contraband                                                s08i |
    Contraband is a general term which covers any disallowed items which might be
    smuggled into the prison (in deliveries or by new prisoners/visitors), stolen
    from various prison rooms (see list below), made in the workshop (e.g. shanks),
    bought from other prisoners using money earned by prison labour or taken from
    unconscious/dead guards (keys and weapons).
    Research to unlock: Security \ Intelligence
    Contraband items include different types of weapons (used in fights/murders),
    tools (used to dig escape tunnels), narcotics (drugs for addicts) and luxuries
    (including booze for alcoholics and cigarette lighters for starting fires).
    Holding the Triangle button will show the supply/demand for each category.
    o Dangers
      This view shows the types of contraband that can be obtained from each room
      (see below) with details of their attributes (e.g. weapon, metal, smelly).
    o 24 Hours
      This displays icons indicating the type and location of all contraband items
      seized in the prison over the past twenty-four hours.
      If you click on an item the text label will show the name of the owner and how
      the item entered the prison. The game will also illustrate the path that the
      item has followed around the jail!
    o 7 Days
      This does exactly the same thing but for the past week.
    Pressing Square while viewing the Contraband menu opens a screen which shows the
    supply and demand for the four contraband categories. It also shows how items
    are entering the prison and the demand for specific types of items.
    (In the PC edition the contraband options are listed in the Intelligence menu.
    Update 8 added the "Stolen From" option which displays the sources of each item
    of contraband found instead of the locations where they were discovered. This
    highlights the rooms that need more security checks and reveals any locations
    where contraband is being thrown into the prison over the exterior wall.)
    Here are various strategies you can use in the war against contraband. (INPO)
    1. Metal Detectors
       These will detect metal! That means most weapons and tools. You should put
       metal detectors on the entrances to rooms used by prisoners that contain any
       metallic contraband items (i.e. workshop, kitchen and library). Additionally
       you can put them on major routes into cell blocks, canteens and yards.
       You'll need a guard deployed nearby to confiscate any contraband discovered.
    2. Dog Handlers
       Canine units can detect any "smelly" contraband. That means narcotics.
       You should deploy dogs at your deliveries zone and main entrance in addition
       to routes and areas used by all prisoners.
    3. Searches and Shakedown
       Inmates will stash their contraband items. When you select a prisoner you
       have the option to search them or their cell (or the entire cell block).
       When you use the Shakedown command (Emergencies menu) your guards will search
       every inmate and every object in every cell plus deliveries and supplies.
       Metal detectors and dog patrols won't find any non-metallic non-smelly items
       (e.g. wooden clubs, needles, wooden pickaxes, cellphones, booze and lighters)
       so it's important to use frequent searches too.
    4. Guards
       Inmates are less likely to steal items if a guard is nearby. 
       You should deploy guards inside rooms used by prisoners that are potential
       sources for contraband (i.e. workshop, kitchen, library and infirmary).
    5. Reception
       A reception room is used to process all new inmates arriving at your jail.
       The reception procedure includes a search which will find any contraband the
       new guys were trying to smuggle in through the front door.
    6. Zoning
       Any rooms that don't require prisoner access (i.e. armoury, security, morgue,
       offices, deliveries, staff room and forestry) should be zoned as Staff-only
       via the Security Sectors menu but remember that some inmates would need to
       visit the psychologist's office for the Behavioural Therapy programme.
    7. Punishments
       After unlocking Prison Policy (Bureaucracy menu) you can set the punishment
       applied to each time of misconduct. Heavier punishments (solitary confinement
       and longer durations) will discourage inmates from handling contraband.
    8. Perimeter
       Inmates will use phones to arrange for people to throw contraband into the
       prison over the perimeter wall into outdoors areas.
       The maximum range for this is 10 squares so one counter is to create a wide
       "no man's land" between inner and outer fences. This area can be patrolled by
       dog handlers to detect escape tunnels and utilised for forestry.
       Alternatively you can design your prison so the outdoors areas near the
       perimeter are not accessible to inmates or you can make buildings without
       gaps immediately inside the perimeter so there are no outside areas there.
       However you should avoid having cells (and specifically toilets) near the
       perimeter as this allows prisoners to escape quicker via tunnels.
    9. Phone Taps and Informants
       Bugs on phone booths (see Section 06g) and informants (see Section 08j) can
       both provide intel about the location of contraband inside the jail.
    The following types of room serve as sources of contraband:
             Armoury - shotgun, gun, tazer, baton
            Cleaning - poison, club
            Forestry - saw, axe, spade
           Infirmary - needle, poison, medicine, scissors
             Kitchen - knife, fork, spoon
             Library - scissors
             Morgue* - scissors, knife
              Office - phone, booze, cigarettes, lighter
            Security - jail keys, baton, cigarettes, lighter
          Staff Room - cigarettes, lighter, phone
             Storage - screwdriver, saw, drill, hammer
          Visitation - cigarettes, lighter, drugs, booze, phone
            Workshop - saw, screwdriver, hammer, drill, shank, wooden pickaxe
    *Inmates can also take jail keys and batons from dead guards in the morgue!
    | Section 08j | Informants                                                s08j |
    You can recruit certain prisoners to work for you as confidential informants
    (CI's). They can provide you with information about contraband, assassinations
    and hidden prisoner reputations.
    Research to unlock: Security \ Intelligence
    Requires: security room
    When you open the Informants menu some prisoners who are currently suppressed
    (most likely in solitary) will be highlighted with a yellow outline (on PS4 or
    Xbox) - this indicates potential informants who can be recruited by clicking on
    them. A green outline denotes an informant you've recruited already, red is a
    prisoner with one or more unknown reputations (see Section 08b) and blue is the
    inmate you currently have selected.
    (In the PC version of the game informants are controlled under the Intelligence
    menu and recruitable inmates are labelled "Potential CI".)
    A good way to get more candidates is to ensure all the contraband offences have
    a solitary punishment (Policy menu) and then run a Shakedown (Emergencies menu)
    - or you could even manually send prisoners to solitary!
    Once you have one or more informants they'll be listed in the Informants menu
    and as you scroll through them the game will display their locations. (This can
    make it harder to browse prisoners in solitary cells but you can use the right
    stick to pull away and override the camera view.)
    If you select a CI and press Square they can be "summoned" (or "activated" on
    PC) which causes a guard to escort them to one of the security rooms. Informants
    will only provide intelligence while they are activated and in security. Hidden
    reps will be revealed and contraband stashes will be highlighted on the map and
    can be searched by clicking on them. Any current assassination targets (i.e.
    some of the inmates with vulnerable reputations like Snitch) will be marked with
    a skull and crossbones icon.
    Each informant has two special stats - coverage and suspicion.
    Coverage is the percentage of the prison the informant has infiltrated. As long
    as his suspicion is low his coverage will increase while he's not activated -
    even if he's on permanent lockdown in his cell! An informant with 100% coverage
    is a valuable asset since they can reveal all hidden reputations when activated
    which is very handy when vetting your new arrivals (so you can summon them just
    before the 8am buses arrive).
    Suspicion is a measure of how close the other inmates are to discovering that
    your prisoner is an informant. Suspicion increases every time you activate the
    informant and if you perform cell searches while he's active. Suspicion level
    is indicated by the prisoner icon filling red (on consoles) or by a bar graph
    (on PC). When an informant reaches a "very high" level of suspicion they are
    likely to be assassinated and when their cover is blown they actually gain the
    Snitch reputation (and should therefore be put into protective custody).
    You should take care not to activate an informant several times quickly because
    each activation gives a large increase to their suspicion. Of course this could
    also be used to dispose of a troublesome prisoner with dangerous reps...
    | Section 08k | Prison Gangs                                              s08k |
    When you start a new game you can choose whether or not to include prisoner
    gangs. The gang mechanics were first introduced in Alpha 34 and add an extra
    optional level of complexity and challenge in running your prison.
    (On consoles the Prison Gangs menu will be added under the Prison Running menu
    as soon as the first gang member arrives via intake.)
                                    Intake & Leaders
    When gangs are enabled some of each intake of new inmates could be gang members.
    This is much more likely with high-risk prisoners so request Maximum Security if
    you want more (and vice versa) - with a Max-Sec intake you could expect to get
    one gang member per full bus of eight. Gang members are more inclined to hoard
    weapons and will provide support for other members of their gang in fights.
    There are three different gangs - in the console versions of the game they are
    the Psychos (purple), the Reapers (turquoise) and the Diablos (yellow) while on
    PC they are just red, green and blue. Members of each gang can be recognized by
    their facial tattoo designs (unique to each gang) and also by their body tattoos
    when they're in the shower or when they whip off their shirts before a rumble.
    When a new prisoner arrives with the "Legendary" reputation tag they might be a
    gang leader for one of the three factions (one gang leader per gang). In the
    console editions once a gang has at least ten members there's a 60% chance that
    each new prisoner intake will contain a gang leader for that gang but if one
    doesn't arrive after ten days then a leader will be elected instead.
    Gang leaders will promote the toughest members of their gang to lieutenants (one
    per ten members) and try to recruit new members from the prison population. Gang
    leaders rule from behind the scenes - they tend to avoid direct involvement with
    gang actions but if they get punished (lockdown/solitary) this will cause all
    the members of their gang to become aggressive. The best way to limit the reach
    of gang leaders (and gang members in general) is to move them promptly into the
    SuperMax category (and have an isolated and secure SuperMax wing).
    The Prison Gangs menu shows the number of members in each gang, how many people
    they've killed and how much money they have. It also individually lists all gang
    members - on consoles they're indicated by coloured brackets with spikes to show
    their rank: five spikes for a gang leader, three for a lieutenant and one for a
    basic soldier. On PC gang members are highlighted by coloured rings with three
    concentric circles for a leader and two for a lieutenant.
    While the gangs menu is open all gang members' cells and any yards and common
    rooms held by gangs will be highlighted in their respective gang colours.
                                       Gang Turf
    Any yards and common rooms in the prison can be claimed as gang territory. Each
    one will be marked with a white circular icon and when you click this it shows
    two numbers for each gang (e.g. 3/8) - the first is the number of gang members
    currently in that area and the second is the number of members available as
    reinforcements. As you select each gang the text below states whether or not
    each gang has sufficient numbers to capture the area.
    A gang leader will tell his lieutenant/s to order their soldiers to claim a yard
    or common room as turf for their gang. They will choose the best areas first -
    the ones with the most facilities (like weights benches and TVs). The soldiers
    will then make a "play" on the territory - they'll strip off their shirts to
    proudly display their gang affiliation and move in to occupy the area. They need
    to maintain their presence there until the area is claimed for the gang and of
    course they may face opposition from the other two gangs or from your guards.
    Once a gang has successfully captured a territory their gang colour and logo
    will be shown on the circular icon. If a member of another gang trespasses on
    the turf they will be attacked. Non-gangsters are free to enter the area but as
    soon as they start using any object there for an activity (e.g. "weightlifting",
    "listening to the radio" or even just "sitting"!) their money total will start
    ticking down as the occupying gang extorts money from them (a gang can then use
    its collective funds to buy contraband items). Additionally while an area is
    held by a gang you are unable to build structures or add objects there.
    Now when you hover your cursor over the circular icon you'll have a prompt to
    start an eviction (press Square on PS4). Some of your guards will be deployed
    there automatically and attempt to retake the area (you can summon/hire more if
    necessary). If the gang is successfully evicted then all prisoners can use the
    area again and you are free to build there too.
    An adjacent security room with a door that opens directly onto a common room or
    yard will "project" the influence of any guards there onto the turf which will
    make it harder for a gang to capture it.
    | Section 09 | EMERGENCIES MENU                                            s09 |
    Press d-pad down to access the Emergencies menu with the following options:
    o Firemen [$100 per unit]
      Firefighters can be deployed to contain and extinguish prison fires which can
      occur when flooding water reaches a power station or a prisoner with a lighter
      (contraband) starts a fire during a riot.
      Each unit provides one fire engine with four firemen.
      Firemen, riot guards and paramedics must be manually selected and told where
      to go. You can select an individual by clicking on them, select a squad via
      the menu or select a group by clicking and dragging. While they are selected
      you can continue to order them to a series of new locations.
      After a fire has been extinguished your workmen will automatically repair any
      objects that were damaged in the blaze but you'll need to manually restore
      any walls, floorings, utilities and room designations that were lost. The
      fireman squad/s can be dismissed via the Emergencies menu.
    o Riot Guards [$100 per unit]
      These guys are considerably tougher than standard guards so you can send them
      in to recapture buildings during a prison riot. They also lack the shotguns of
      armed guards so there's no risk of prisoners getting firearms from them.
      Each unit provides one riot van with six riot control officers.
    o Paramedics [$100 per unit]
      These are basically a braver version of doctors - you can order them into hot
      areas to provide medical care for guards and inmates during a riot.
      Each unit provides one ambulance with four paramedics.
    o Guard Response
      You can use this function to call a guard to a specified location and every
      consecutive button press will summon one additional guard.
      This draws on your current workforce (it does not hire new guards) and it does
      not permanently assign them to the location - they'll hang around briefly but
      if there's no trouble they'll go back to what they were doing before.
      This command will summon basic guards plus dog handlers and armed guards (if
      you have some) but it does not affect emergency teams (such as riot guards).
    o Freefire
      Activating Freefire orders your armed guards to use lethal force (shotgun) in
      all incidents instead of only when protecting themselves or other staff.
      (If you have snipers it also authorises them to shoot to kill.)
      This is the most efficient (and bloody) way to end a riot.
    o Shakedown
      During a Shakedown guards will search every prisoner and every location that
      might contain hidden contraband (see Section 08i). This can include furniture
      and other objects in cells, items in storage, materials in workshops, clothes
      in laundries, stacked trays in canteens and deliveries in kitchens, shops and
      mail rooms. It's not unusual for there to be thousands of locations to search!
      It will also sometimes find escape tunnels which always start at cell toilets.
      Regular Shakedowns are very handy for finding tunnels and tools/weapons/drugs
      (especially the items that can't be detected by dogs or metal detectors) but
      they do increase unrest among the inmates.
      If a Shakedown stalls with just a few locations left unsearched you can cancel
      the order by selecting it again on the Emergencies menu.
      If you click on any object inside a cell you'll be given the options of
      searching the object, everything in the cell or the entire cell block. This
      can be used to check for nearby tunnels without requiring a full Shakedown.
    o Tunnel Search
      This feature (patched into both consoles and PC) is like a reduced Shakedown
      where only the cell toilets are searched. This will find any tunnels and take
      less time than a full Shakedown but a lot of contraband will be missed.
      It's not possible to run a Shakedown and a Tunnel Search at the same time.
    o Lockdown*
      This can be used in an emergency to lock every door in the prison (apart from
      the orange "standard" doors which are unaffected). The Lockdown command will
      take priority over any doors that you've manually locked open.
      You might want to use Bangup (see below) before Lockdown so that the majority
      of inmates will be out of harm's way before all the doors are locked.
      *The game uses the same term for two different things. The Lockdown command
      (Emergencies menu) locks all the doors and the lockdown punishment (Policy
      menu) is where a prisoner is locked in their cell after misconduct. They're
      also similar to lockup which is regime time when inmates stay in their cells.
    o Bangup
      All prisoners are ordered to return to their cells immediately.
      Only compliant inmates will comply with this request. Rioters gotta riot!
    | Section 10 | RIOTS                                                       s10 |
    A riot may occur if several volatile prisoners have severely neglected needs
    (see Section 08a) especially the more fundamental needs like Food, Sleep and
    Hygiene. It seems that having a Death Row execution can be a good trigger too!
    Rioting prisoners will attack other inmates, guards and other staff using any
    contraband weapons available. They'll also destroy furniture, use lighters to
    start fires, take weapons and keys from incapacitated guards and try to capture
    the armoury and security rooms. As the danger level increases more prisoners
    will start rioting.
    There are several options on the Emergencies menu that are useful here. Early
    use of the Bangup command will get most prisoners back into their cells before
    they get caught up in the riot and then Lockdown will keep them secure although
    this might leave staff locked inside buildings with rioters. The Guard Response
    order can be used to summon guards so a specified area - you could assemble a
    large group close to the trouble before sending them all in together.
    Rioters will take control of prison buildings which will then be indicated with
    red shading. Normal guards and dog units will not enter red regions but if you
    have any armed guards they will enter areas controlled by rioters. They have a
    suppressive effect but if they get overwhelmed then rioting prisoners will be
    able to take their shotguns so you might want to issue the Freefire order to
    authorise lethal force. Your armed guards can be supplemented by units of riot
    guards who are tougher and armed only with batons. They can be supported by
    paramedics (to heal wounded guards/inmates) and by firefighters (if needed).
    Once all the rioters in a captured area have been pacified you can deploy some
    normal guards there to maintain control and move your emergency teams onto the
    next trouble spot. (This process is taught in chapter 3 of the campaign.)
    After successfully retaking control of the whole prison you should dismiss any
    surviving riot guards (because their presence increases the danger level). Any
    dead bodies will be removed (via the morgue if you have one) and the janitorial
    staff will mop up the lakes of blood. Any furniture or doors that were damaged
    will be repaired by the workmen. You will also usually have a backlog of inmates
    awaiting solitary as punishment for their involvement in the riot.
    If any guards were killed in the riot you should run a Shakedown to find any
    contraband items taken off dead guards. Prisoners will take batons and jail keys
    plus tazers (if issued) and shotguns (if you have - or had - armed guards).
    | Section 11 | EXECUTIONS                                                  s11 |
    Once you've researched Death Row (Bureaucracy menu) and allocated some cells to
    the Death Row category (Security Sectors menu) you can start accepting prisoners
    with death sentences using the Intake menu. If you want to fry 'em you'll also
    need to build an execution room (see Section 06d).
    In the console version of the game the Schedule Execution tab of any Death Row
    prisoner's file shows their Conviction Level* compared to the state-approved
    execution threshold of 95% (or 90% if you research Reduce Execution Liability).
    You can also conveniently keep track of your high scores on the To-Do List!
    It is possible to execute a prisoner who is currently below the threshold but if
    they are subsequently found to be innocent your prison will be subject to a fine
    of $50,000 and if you have any other Death Row inmates they will be transferred
    to other jails. Also if you're playing with the failure conditions enabled you
    risk getting a "game over" for having too many wrongful executions.
    Instead you can schedule a Death Row appeal (Programmes menu) which will take
    place in a parole room. The inmate will have a percentage chance of passing just
    like any other programme. If the appeal is successful the prisoner's Conviction
    Level will be reduced and they might even be moved from Death Row to Max-Sec or
    released.** However if an appeal is unsuccessful their Conviction Level will be
    increased. A prisoner can have consecutive appeals every four game days.
    (Death Row inmates above the threshold are shown green on the To-Do List.)
    Once you decide to proceed with an execution the game will initiate a formal
    process which consists of the following five steps (or nine steps on PC). Make
    sure your game speed isn't paused or nothing will happen!
    1. Bangup & Test
       The other inmates will be locked in their cells. If you conduct the execution
       at night when the prisoners are already in their cells this will reduce the
       disruption caused by the process - but it might add to the morning grumps
       when they're already desperate for showers, toilet and food.
       Also the electricity supply for the electric chair will be tested to ensure
       you have enough power. If the test fails then you should add more capacitors
       to the power station or build a new one specifically for the execution room.
    2. Assembly of Witnesses
       The prisoner's family (if any) and the victim's family arrive at the prison
       and proceed across the site to the execution room.
    3. Escort Prisoner
       A visiting priest joins your warden and security chief in the inmate's cell
       and they then escort the prisoner to the execution chamber.
    4. The Execution
       The inmate's death sentence is carried out.
    5. Dismissal & Final Report
       The witnesses are dismissed and the dead body is removed as usual.
       The report confirms the time of death and the method of execution. If the
       prisoner's Conviction Level was either above the state-approved threshold or
       below the threshold with no evidence of innocence then the prison is paid
       $10,000 as compensation (electricity bill?). However if the Conviction Level
       was below the threshold and the inmate is found to be innocent then you are
       fined $50,000 and any other Death Row inmates are transferred elsewhere.
    *The PC version of the game has "Likelihood of Clemency" instead of Conviction
    Level and the scale runs in the opposite direction! The value is increased by a
    successful appeal (and vice versa) and the state-approved threshold is 5% but
    can be raised to 10% by researching Reduce Execution Liability. The $50k fine is
    applied if a Death Row prisoner is executed when their clemency value exceeds
    the threshold and they are subsequently discovered to be innocent.
    **If you receive a Legendary prisoner (with multiple dangerous reputations) in
    your Death Row intake you should consider sending him to the chair as soon as
    possible, despite the potential penalties. If he goes through Death Row appeals
    there's a very real chance that he'll get released into the general population.
    | Section 12 | ESCAPE TUNNELS                                              s12 |
    Despite your generous hospitality, a prisoner will sometimes attempt to escape
    your prison by digging a tunnel. An inmate is more likely to do this if they
    have the Clever trait (see Section 08b), if their Freedom, Family or Security
    needs (see Section 07a) are not satisfied and if they have a longer sentence
    (e.g. Maximum Security inmates who are imprisoned for more severe offences).
    Tunnels always originate from the prisoner's cell toilet and will usually head
    straight for the shortest route off the site although they will try to avoid any
    walls (especially perimeter walls), buildings and water. If there's a large
    water pipe near their cell they will use that as a shortcut to the perimeter.
    Sometimes two or more prisoners will collaborate, linking their tunnels and
    working together so they can dig at a slightly faster rate.
    Inmates dig tunnels at night during the Sleep phase of the daily regime. If you
    have sufficient Sleep time (and enough cells for everyone) then an unsatisfied
    Sleep need can often be an indication of nocturnal excavation!
    There are various contraband items that can be used as tools for digging, for
    example spoons from kitchens, axes and spades from forestry and drills, hammers,
    saws and screwdrivers from workshops.
    If you have the 'Psych Ward' DLC (PS4/Xbone only) you can greatly increase the
    potential for escape attempts by starting a game with the "Breakouts!" option.
    There are several strategies you can employ to reduce the threat of tunnels:
    1. Contraband
       Most of the usual tactics for controlling contraband (see Section 08i) apply
       here. Rooms that are contraband sources should either be zoned as Staff-only
       or have guards stationed there.
       You can also install metal detectors which will find most tools but keep in
       mind that inmates can also make improvised wooden pickaxes in workshops!
    2. Searches
       Cell searches, cell block searches and Shakedowns can be used to find tunnels
       and they can also find tools that have been hidden in cells.
       Searching cell toilets is the most reliable way to discover escape tunnels;
       the new Tunnel Search option can be used to search cell toilets only.
    3. Dogs
       Canine units can detect tunnels underground so you should set up dog patrol
       routes between cell blocks and the perimeter. They do give a lot of false
       alerts but if you see several warnings in a small area on an obvious route
       from cells to perimeter it's worth searching the nearby cell blocks to try to
       uncover the tunnel's route.
    4. Needs
       Prisoners with satisfied Freedom, Family and Safety needs are less likely to
       try to escape. You can help this by providing visitation, phone booths and
       post (mail room), including more Free-Time on the regime and keeping the
       danger level low by generally keeping inmates satisfied and "Well Fed".
    5. Construction
       If you've saved up a decent amount of money (or you're playing with unlimited
       funds) you can build a full perimeter wall around your jail. 
       You should also avoid placing large water pipes between cell blocks and the
       prison's perimeter. The narrower type of water pipe can be used to connect
       toilets and showers within cell blocks.
       The console versions of the game include the option to build water terrain
       which can be used to make a moat that forces tunnellers to take a much longer
       route giving you more time to detect tunnels via Shakedown or dog patrol.
    6. Punishment
       Setting a harsher punishment for escape attempts (Policy menu) should help to
       deter prisoners from trying to break out.
    Once a tunnel's route has been exposed it will invalidate the "enclosed" room
    requirement on any cells it passes through. You might notice the red warning
    triangles on the cells or a drop in your total bed count.
    Whenever you discover an escape tunnel you should use the Remove Tunnels option
    on the Demolition menu to fill it. The first time you do this (in the console
    versions of the game) you'll earn a trophy/achievement too.
    Remember that inmates can also escape by more direct means if there's a breach
    in your perimeter or an unsecure door (or if they have stolen jail keys).
    | Section 13 | PRISON STORIES                                              s13 |
    The stories form the game's campaign/tutorial consisting of five chapters.
    You progress through each chapter by completing a series of mandatory tasks
    which are shown on your To-Do List which can be viewed by pressing L1 (or LB).
    Each chapter also has optional objectives (marked "[optional]" below) which will
    be explained by the prison's CEO and can also be reviewed on the To-Do List.
    Sometimes you need to advance the story by clicking on a large "snapshot" photo
    within the prison* - if you want to complete the optional objectives make sure
    you do them first before clicking on the photo.
    You can hold Triangle and use d-pad left/right to adjust the game speed and
    press Cross to skip text boxes but the story cutscenes are unskippable.
    There's one trophy/achievement for completing all story chapters and another
    five for completing all optional objectives in each of the chapters.
    *Completing all five chapters unlocks 143 of the 155 snapshot collectibles (on
    consoles). You might be able to find some of the remaining dozen while playing
    through the campaign so look out for the smaller snapshots marked "?".
    1. Death Row
       In this first chapter you build an execution block.
       This teaches the basics of constructing buildings, defining rooms, adding
       objects and connecting utilities.
       - construct brick building where indicated
       - add large jail door where indicated
       - add interior brick walls where indicated
       - add two interior doors where indicated
       - designate cell and execution rooms where indicated (click and drag)
       - add bed, toilet and electric chair where indicated
       - add window in exterior cell wall [optional]
       - add bookshelf in cell [optional]
       - add new flooring [optional]
       - add path to execution block [optional]
       - add outdoor lights near execution block [optional]
       - click large snapshot in Edward's cell to continue
       - extend electrical cables where indicated (cell block)
       - extend electrical cables where indicated (electric chair)
       - add three capacitors to power station where indicated
       - click power station to turn on
       - click electric chair to test
    2. Palermo*
       After a major fire you need to restore the catering services.
       This teaches you how to use emergency services, demolition, time controls,
       guard deployment, prisoner needs and programmes.
       *Palermo is an Italian city and a major centre for Mafia activity.
       - call fire engine
       - select firefighter squad and direct to fire in canteen and kitchen
       - hire two doctors
       - dismiss firefighters
       - hire ten extra workmen [optional]
       - bulldoze kitchen and canteen (entire buildings and contents)
       - designate garbage zone where indicated
       - increase game speed
       - deploy ten guards around prison site
       - create patrol route where indicated (hold to drag lines)
       - assign at least two guards to patrol route
       - build new kitchen and canteen
         You'll need to construct two new buildings to replace the previous ones and
         then designate them as kitchen and canteen using the Rooms menu.
       - add four cookers and four fridges in kitchen
         You'll need to use the Power Supply menu to reconnect the electric supply.
       - add one sink and one bin in kitchen
       - reconnect water pipes to sink
       - hire at least eight cooks
       - add two serving tables, six tables, twelve benches and one bin in canteen
         Despite the instructions you can position the benches in any arrangement.
       - handle 35 prisoners' Food needs [optional]
         Your new catering facilities should be sufficient for this although if you
         have avoided deaths from starvation a couple more benches wouldn't hurt.
         (The three objectives here show progress out of 35 but if you happen to
         lose so many prisoners through starvation that you have fewer than 35 left
         at this stage it doesn't matter - you can still complete these objectives!)
       - handle 35 prisoners' Environment needs [optional]
         If necessary you can hire a load of janitors to clean the prison.
       - handle 35 prisoners' Recreation needs [optional]
         I just added televisions and radios everywhere. The inmates will use TV's
         in their cells during Lockup time, in yards during Yard time (electricity
         supply required) and in the canteen during Eat and Work time.
       - add two sprinklers in kitchen and two sprinklers in canteen
       - connect sprinklers to water supply
       - click large snapshot in shower room (top-left corner) to continue
       - run a Shakedown to find hidden drugs (and lots of other contraband)
       - build common room and add at least eight chairs
         You'll need to make a new building and designate it as a common room.
       - activate Alcoholics Group Therapy programme
       - activate Pharmacological Treatment of Drug Addiction programme
       - have at least three prisoners pass Alcoholics programme [optional]
       - have at least three prisoners pass Drug Addiction programme [optional]
         I had a total of 77 prisoners and four joined the drug rehab programme. The
         alcoholics programme had two people sign up and a third interested in doing
         it next time but when I checked again all three were attending. (phew)
         The drug programme consists of only three daily sessions but the alcohol
         one lasts for ten days so you'll definitely want to bump the game speed up
         to maximum. It should take about half an hour of real time to finish.
         (If you open a programme via the Programmes menu it will show how many days
         have been completed so far.)
       - build/designate a laundry room [optional]
         You'll need to add laundry machines, ironing boards and laundry baskets.
       - have at least 10 janitors [optional]
         Hire more janitors if necessary to take your total up to ten.
       - handle 35 prisoners' Clothing needs [optional]
         With the laundry and all those janitors this should complete very quickly.
       - click large snapshot in infirmary to continue (end chapter)
    3. G.A.B.O.S.*
       There's a major riot and the prison's CEO has been taken hostage.
       This teaches you how to direct emergency units, control riots, use logistics
       and adjust prisoner intake.
       *In 2011 Louis Theroux made a TV documentary about Miami's "mega-jails" which
       exposed a violent prisoner code called GABOS (Game Ain't Based On Sympathy).
       - direct riot guards to pacify central cell block (red areas)
         You can select individual guards or click and drag to select a group and
         then click to designate waypoints for them as you work through the block.
         If an entire squad gets wiped out (or if you dismiss a depleted squad) you
         can call for another one from the Emergencies menu.
       - have at least thirty guards
       - deploy eight standard guards in central cell block (to maintain order)
       - build infirmary (with medical beds) and morgue (with morgue slabs)
       - hire five doctors
         (Try not to worry yet about the massive blazing inferno in the west wing!)
       - direct riot guards where indicated (security room near canteen)
       - direct riot guards to pacify south cell block
       - deploy standard guards in south cell block
       - direct the riot guards to pacify west cell block (still ignoring fire)
       - deploy standard guards in west cell block
         You might find that you need to retake the north canteen too (unprompted).
         (Now it's finally time to do something about that blaze...)
       - select firefighter squads and direct to fire in west cell block
       - build/designate staff room (with wide sofa and drink machine) [optional]
       - build/designate ten unfurnished solitary cells (no min size)
         Take care not to select the doorways when zoning the cells otherwise they
         will be flagged as invalid for not being "enclosed", i.e. if you make cells
         with 1x1 interiors you should only select the single square of floor.
       - build/designate armoury (with weapon rack, table and five lockers)
       - have at least 5 armed guards
       - define at least one patrol route and assign 5 armed guards to patrols
       - research Body Armour and Tazers (in Bureaucracy menu)
       - research Dogs (in Bureaucracy menu) [optional]
       - build/designate kennel (with dog crates) [optional]
       - hire at least 5 dog handlers [optional]
       - assign 3 dog handlers to patrols [optional]
       - research Tazer Rollout (in Bureaucracy menu) [optional]
       - build/designate classroom (with office desk and school desks) [optional]
         (The minimum size for a classroom is 5x5 floorspace (i.e. 7x7 building) but
         if you make it slightly larger you'll be able to comfortably fit ten school
         desks inside so you can get ten guards qualified in a single class.)
       - activate Guard Tazer Certification programme [optional]
       - have at least 10 guards pass tazer programme [optional]
         The course only lasts one day and you can have two programmes running.
       - click large snapshot at entrance to continue (end chapter)
    4. Conviction
       A jail with poor conditions needs your help to improve.
       This teaches you planning, reform programmes, prison labour and exports.
       - construct large building on east site (it's easiest to follow the plans)
         (Remember to add doors if you want your workmen to build cells inside it!)
       - build/designate cells to bring total to 40 (use Quick Rooms)
         I had trouble with lights causing sections of cell walls to not be built
         (which made some cells invalid) but I just added those walls manually.
       - build/designate shower room with shower heads (ditto)
       - designate a yard (no fence required)
       - unlock Prison Labour in Bureaucracy tree
       - designate Exports zone near the main road (use Rooms menu)
       - build/designate workshop (with saw benches, press benches and tables)
         You'll need to construct your workshop somewhere on the east plot of land
         and connect to the existing electrical cables near the cell block.
         If you make the workshop at least 240 squares (e.g. 15x16 interior) and
         add ten of each bench that will save a little time later.
       - activate Kitchen Safety & Hygiene programme (Programmes menu)
       - activate Workshop Safety Induction programme
       - assign three prisoners to work in kitchen (Logistics menu)
       - assign three prisoners to work in workshop
         You can assign the workers before the courses finish.
       - have 5 prisoners pass Kitchen Safety & Hygiene programme [optional]
       - have 10 prisoners pass Workshop Safety Induction programme [optional]
       - make 100 licence plates in workshop [optional]
         Both courses run for two days.
       - build/designate visitation room with visitor tables
       - have ten families visit prisoners
       - add at least five phone booths in yard (your new one)
       - build/designate mail room (with sorting desk and table)
       - assign three prisoners to work in mail room
         The inmates suddenly all have critical Family needs so I'd suggest doing a
         couple of these objectives quickly to prevent a riot and then waiting for
         those optional objectives to complete first before you finish this list.
         The mail room will need to be at least 36 squares (e.g. 6x6 interior) to be
         big enough for three workers.
       - build/designate a chapel (with altar, pews and prayer mats)
       - activate Spiritual Guidance programme
         The minimum interior size for the chapel is 6x6.
       - unlock Education (in Bureaucracy menu)
       - build/designate a classroom (with office desk and school desks)
       - activate Foundation Education programme
         The minimum interior size for the classroom is 5x5 but I'd suggest making
         it large enough to hold the maximum twenty school desks. You could also
         have two education programmes running to increase capacity.
       - build/designate cells to bring total to 80 (use Quick Rooms)
       - have 5 prisoners pass Foundation Education programme [optional]
         The education course lasts ten game days so you'll want to run at maximum
         speed - it should take about half an hour of real time. Keep checking the
         To-Do List so you know when you've completed this requirement.
       - build/designate cells to bring total to 120 (use Quick Rooms) [optional]
       - click large snapshot in Morgan's cell to continue (end chapter)
    5. Bootstraps
       The prison from chapter 1 has been demolished so a new one can be built.
       The optional objectives require you to complete five of the basic grants
       which is a good idea because you begin with only $28,520 starting funds.
       The Grants menu (see Section 07e) can be accessed under the Reports menu and
       all objectives for open grants will be shown on your To-Do List.
       - activate and complete Basic Detention Centre grant [optional]
         The required holding cell, shower, kitchen and canteen can all be built
         very quickly using the Quick Rooms menu. The yard needs to be "secure" so
         you should throw up a cheap fence perimeter around the site.
         Once you have secure basic facilities ready you can accept a prisoner
         intake which will start earning you $150 per person per day. Ker-ching!
       - activate and complete Administration Centre grant [optional]
         The offices can also be constructed via Quick Rooms. The accountant can be
         hired after unlocking Finance in the Bureaucracy tree.
       - activate and complete Security Procedure Certification grant [optional]
         The chief can be hired after unlocking Security in the Bureaucracy tree.
         He'll require an office before you can unlock Patrols.
       - activate and complete Inmate Health & Well-Being grant [optional]
         The doctors can be hired after unlocking Health in the Bureaucracy tree.
         The infirmary can be provided by building the medical room via Quick Rooms.
       - activate and complete Prison Maintenance grant [optional]
         Your foreman will require an office before you can unlock Cleaning and
       - accept intake to have a population of at least 40 prisoners
       - achieve a bank balance of a least $60,000
       - have a positive cashflow (cashflow in top-right is green when profitable)
         These are your mandatory objectives for the first phase of the level.
         If you accept fifty inmates (after building accommodation for them) that
         will allow for loses due to releases/escapes/deaths!
         As long as your cashflow is positive you will continue to make money as you
         continue playing the game. Adding a workshop and/or forestry zone can help
         you improve your profits but you'll need an exports zone to make sales and
         inmates need to pass the training programme before they can use workshops.
       - have re-offending rate of 45% or less
       - release at least ten prisoners
       - accept intake to have a population of at least 80 inmates
         These are your mandatory objectives for the second phase of the level.
         The re-offending rate of prisoners that have been released is based on the
         Punishment, Reform, Security and Health gradings for your prison which are
         shown on the pause screen. (see Section 08b for details of factors)
         You can release prisoners sooner by building a parole room and running the
         parole programme (see Section 07f). After unlocking Prison Policy you can
         set your threshold re-offending rate for paroles (Policy menu) - a higher
         level will give you more releases but a lower level will increase the
         overall re-offending rate for your jail.
         As you expand your prison remember to increase your facilities and staffing
         to support the larger population. Keep checking the Needs menu to see if
         any action is required, e.g. visitation for Family need.
         In my first playthrough I passed this at Day 15 (on my tenth release).
       - click large snapshot on road to continue (end chapter)
    | Section 14 | ESCAPE MODE                                                 s14 |
    Escape Mode was revealed in the version 1.0 update video which was recorded live
    at the EGX video-games show in September 2015. It is currently exclusive to the
    computer versions of the game because it was added too late to allow time for
    full development and testing in the console editions.
    In Escape Mode you play as an inmate in any one of your own prisons or any jail
    that you've downloaded from the Steam Workshop and your goal, as you might've
    guessed, is to successfully escape from it.
    You arrive at the prison deliveries zone by bus as usual and are then processed
    in the reception (if the prison has one) and escorted to your cell which will be
    chosen at random. You are then free to roam the prison but you must try to not
    get caught outside your cell during Sleep and Lockup time (the cell door icon
    with a green arrow will direct you towards your cell) or in any room not zoned
    for your security category (areas indicated by red stripes).
    If you stand next to any door that you're authorised to enter it will be opened
    for you by a guard. You have no needs so you don't eat, shower, exercise, etc,
    and you're not required to attend work or education programmes either.
    You start with zero "Rep Points" but you can start earning these by damaging any
    objects in the prison and by attacking inmates and staff. (Damaged objects will
    get repaired by workmen and staff will be healed or replaced as necessary.)
    There are three ways to spend your Rep Points:
    o You can recruit prisoners to your crew by standing next to them and holding
      right-click. Each recruitment costs a certain number of Rep Points (shown on
      the right) according to how many people are in your crew already and your new
      recruit's initial reputations (if any).
      Once you have a crew you can choose whether to switch between playing each
      person or have them follow you around. Your crew will copy your actions so
      they'll support you in a fight, help you earn Rep Points and assist with
      digging tunnels. They also serve effectively as extra lives so you can keep
      playing if your first character gets killed.
    o If you damage property or attack people then the prison's punishments (i.e.
      solitary or cell lockdown) will be applied when you get caught. You can spend
      one Rep Point to skip all punishments (for you and your crew).
      Alternatively if only some of your crew are stuck with punishments you can
      save your Rep Point by switching to another character.
    o Your character and anyone else in your crew can have up to six reputations
      (see Section 08b). You can buy one reputation for one person for one Rep Point
      and then upgrade it to the "extreme" version for a further five Rep Points.
      The following reputations are available in Escape Mode:
      Strong - the prisoner can do more damage with melee attacks
      Tough - the prisoner can take more damage before becoming unconscious
      Deadly - the prisoner has a chance of giving a one-hit kill in combat
      Quick - the prisoner can run faster (hold Shift)
      Instigator - the prisoner incites other inmates to fight with them
      Skilled Fighter - the prisoner can disarm opponents during combat
      Upgraded reputations make your crew much more capable so you can go on longer
      rampages to earn more Rep Points before getting KO'ed and apprehended.
      An upgraded character is a valuable resource so you should surrender (press
      Space) when confronted by an armed guard who has the potential to kill you.
    Each prisoner in your crew has inventory slots for two contraband items which
    can be obtained from the usual rooms (see Section 08i) - you need to walk around
    a room until a contraband icon appears and then hold right-click when prompted
    to take the item. Metallic items can trigger metal detectors and will then be
    confiscated during a search unless you can stash the item first.
    Weapons can be used to attack prisoners or guards and poison can be used on
    objects (these both earn Rep Points). Lighters can be used to set objects on
    fire and keys (taken from incapacitated guards) will open locked doors.
    Tools can be used to dig a tunnel from your cell toilet to escape or simply to
    access other parts of the prison. Tools only have limited durability so you'll
    need to find several - the main sources are workshops and kitchens.
    | Section 15 | SNAPSHOTS                                                   s15 |
    The snapshots (photos) are Prison Architect's collectibles.
    On consoles there are 155 snapshots in total but 143 of those will be unlocked
    automatically by playing through the Prison Stories tutorial (see Section 13).
    Your photo collection can be viewed under "Options & Extras" off the main menu.
    (On PC the snapshots are called Polaroids and there are 177 to collect including
    several that are specific to certain named inmates. There's also a total of 78
    collectible notebook pages from the developers' "game bible".)
    The twelve "Prison Life" snapshots that you need to find during play take the
    form of Polaroid photos which will appear within your jails. Each is about the
    same size as a prisoner with an orange question mark and white border.
    They may seem somewhat unpredictable but in fact they just spawn when you fulfil
    a very specific set of criteria for each one. I've given as much info as I can
    below based on extensive testing plus info shared by Double Eleven - but some
    remain mysterious...! It can take you a lot of time and effort to get the full
    dozen (you need to collect all 155 snapshots for a trophy/achievement).
    Snapshots don't hang around forever either - after about six hours workmen will
    bag them as garbage and then take them out for disposal! For that reason it's
    best to play at standard speed when chasing them and to keep scanning around the
    prison periodically. If you miss a snapshot then it won't appear again within
    the same play session but it can respawn after you quit and restart the game
    (even if you then reload the same prison).
    These twelve "Prison Life" pics can be found in Prison Architect, Prison Warden
    and Prison Stories modes - and probably in World Of Wardens mode too.
     1. The Warden
        You can get this one quite reliably when your warden is in his/her office,
        either immediately after loading a prison which already has a warden office
        or after the warden enters their completed office when building a new jail.
        However in either case the snapshot won't spawn if you've already played in
        another prison with a warden office (and failed to spot the snapshot there)
        since you launched the game.
        Although the photo shows the default warden ("The Warden") you can still get
        this snapshot if you're using one of the other characters.
     2. Yard Fight
        You can get this when two prisoners fight in a yard with five or more other
        inmates there watching.
        This should be fairly easy if you have a rowdy group of unsatisfied inmates
        and lock them in a small overcrowded yard without guard supervision.
     3. Prison Life
        You can get this sometimes when a (white?) prisoner is in their cell.
        The photo depicts a Med-Sec inmate in a cell with a window and a bookshelf
        but you can get it with other security categories and in a standard 2x3 cell
        with only a bed and a toilet and no other furnishings.
     4. Solitary Confinements
        You can get this sometimes when a prisoner is in a solitary cell.
        This is one of the trickier ones. I normally use the minimum 1x1 solitary
        cells but I got it once I built some larger 2x2 solitary cells with beds.
        I've found this snapshot in both indoor and outdoor cells.
        After researching Policy you can set all punishments to "solitary" and then
        run a Shakedown (Emergencies menu) to get a few offenders punished. Leaving
        prisoners' needs unsatisfied will cause more misconduct and punishments too.
     5. Bangup
        You can get this sometimes when a (black?) prisoner is in a solitary cell.
        This is another tricky one. I got it with 2x2 solitary cells again but this
        time without furnishings. I've seen it with both indoor and outdoor cells
        and - despite the name - the "Bangup" emergency command was not required.
     6. Phone Home
        You can get this when a prisoner uses a phone booth in a yard.
        I got it from the telephones next to the execution block in chapter 1.
     7. Kitchen
        You can get this when three or more cooks are cooking in a kitchen and your
        meal variety (Policy menu) is set to "High".
     8. Canteen
        You can get this sometimes when inmates are eating in a canteen.
     9. Hygiene Matters
        You can get this when a janitor is cleaning, although he might have moved on
        to another room by the time you find the snapshot.
        I think it could appear in any room where a janitor has been working - I've
        seen it in an office, in a canteen and next to an outdoor solitary cell.
        If you have just one janitor - and a dirty prison - then you can follow him
        around until the snapshot spawns. (If you're playing an established prison
        with more than one janitor you could temporarily fire the others.)
    10. Medical Attention Required
        You can get this sometimes when a doctor treats an injured person.
    11. Recreation Incarceration 
        You can get this when inmates use a common room with a pool table and a TV.
        I got it a couple of days after building a common room in chapter 2.
        Prisoners will use resources in a common room during Free-Time (or during
        Work time if they haven't got a work assignment).
    12. The Gun Show
        Don't bother checking the armoury - it's not that type of "gun show"! You
        can get this final snapshot when an inmate uses a weights bench.
        If your prison includes a yard you may find that your inmates prefer to jog
        there during Yard time and Free-Time instead of using weights. However they
        will still use weights benches in the canteen during Eat time or in their
        cells. Alternatively if you remove the "yard" designation they should start
        using weights in common rooms and canteens during Free-Time too.
    | Section 16 | TROPHIES / ACHIEVEMENTS                                     s16 |
    Prison Architect on consoles has a list of 31 PSN trophies or Xbox achievements.
    Previously version 1.0 of the PC game added several similar Steam achievements
    but there are only eighteen in total. The PC achievements are listed here:
      (achievements cannot be earned on PC if playing with the cheat mode enabled)
    Only one playthrough of the Prison Stories campaign/tutorial is required but
    you do need to complete every optional objective in all five chapters. However
    if you missed some it's easy enough to replay individual chapters.
    Some trophies on consoles require you to be playing in Prison Architect mode on
    one of the standard named difficulties - the easiest choice is "County" which
    gives you a large map, $200k starting funds and doubled intake bonus payments.
    Several trophies have long-term objectives which you'll probably want to do in
    the same prison. You need to have 500 prisoners, research all Bureaucracy items,
    achieve a daily profit of $50k+, complete all grants, have ten inmates pass the
    General Education course and have a prison worth $1 million (and sell it). This
    is another good reason to use County difficulty - failure conditions are off so
    the game won't end suddenly if you slip up after playing for several hours!
    For trophies that don't specify a difficulty requirement you can use Custom
    settings with $500,000 or even unlimited starting funds if you wish.
    One trophy requires an internet connection and registration for a Double ID.
    01 The Chief [Platinum / 100G]
       "You've served your time and unlocked every trophy in Prison Architect..."
       As usual the prestigious platinum trophy on PS4 is awarded automatically
       after achieving all the other trophies. You can get this on Xbox too.
       This is a fairly rare achievement, mainly due to the snapshot collectibles
       (see trophy #08). It took over a month after release for its PSN completion
       rate to increase from 0.1% to 0.2%.
    02 2,000 volts* [Silver / 20G]
       "Complete all optional objectives on Death Row" [Prison Stories mode]
       All of the mandatory and optional objectives are shown on the To-Do List (L1
       on PS4 or LB on Xbox) so keep checking the list and make sure that everything
       marked "[OPTIONAL]" has a green tick.
       See Section 13 for a complete list of objectives for each story chapter.
       *This is typical of the voltages used by electric chairs for executions.
    03 Cosa Nostra* [Silver / 20G]
       "Complete all optional objectives on Palermo" [Prison Stories mode]
       All of the mandatory and optional objectives are shown on the To-Do List (L1
       on PS4 or LB on Xbox) so keep checking the list and make sure that everything
       marked "[OPTIONAL]" has a green tick.
       See Section 13 for a complete list of objectives for each story chapter.
       *Cosa Nostra (Italian for "our thing") is the proper name of the Mafia.
    04 Crowd Control [Silver / 20G]
       "Complete all optional objectives on G.A.B.O.S." [Prison Stories mode]
       All of the mandatory and optional objectives are shown on the To-Do List (L1
       on PS4 or LB on Xbox) so keep checking the list and make sure that everything
       marked "[OPTIONAL]" has a green tick.
       See Section 13 for a complete list of objectives for each story chapter.
    05 Reformation [Silver / 20G]
       "Complete all optional objectives on Conviction" [Prison Stories mode]
       All of the mandatory and optional objectives are shown on the To-Do List (L1
       on PS4 or LB on Xbox) so keep checking the list and make sure that everything
       marked "[OPTIONAL]" has a green tick.
       See Section 13 for a complete list of objectives for each story chapter.
    06 Freedom [Silver / 20G]
       "Complete all optional objectives on Bootstraps" [Prison Stories mode]
       All of the mandatory and optional objectives are shown on the To-Do List (L1
       on PS4 or LB on Xbox) so keep checking the list and make sure that everything
       marked "[OPTIONAL]" has a green tick.
       See Section 13 for a complete list of objectives for each story chapter.
    07 Throw The Book At Them [Gold / 100G]
       "Complete all of the Prison Stories"
       You need to complete all five chapters in the campaign to get this trophy.
       See Section 13 for a complete list of objectives for each story chapter.
    08 It's Not What You Know...* [Gold / 100G]
       "Unlock all Snapshots"
       There are a total of 155 snapshots in the console versions of the game.
       The good news is that most of those unlock by completing the campaign and you
       only need to find the remaining twelve, but the bad news is that some of them
       can be a bit tricky as they occur randomly in specific contexts.
       See Section 15 for details of the twelve collectible snapshots.
       I would suggest playing Prison Architect, Prison Warden and Prison Stories
       modes first to work on the other trophies. Zoom in and scan around the jails
       and hopefully you'll find a few snapshots without making a special effort.
       After that try constructing small prisons so you can watch out for snapshots
       appearing - focus on building and observing the rooms required for the pics
       you need, e.g. warden's office, canteen, kitchen, etc.
       *The PC version of the game also has a paired achievement for collecting all
       the developer notebook pages which is named "...It's What You Can Prove".
       Together the two titles form a quote from the 2001 movie 'Training Day'.
    09 Visitation [Bronze / 10G]
       "Run a prison in Prison Warden mode for 10 in-game days"
       Prison Warden mode lets you load large elaborate prison designs and then run
       them as if they were your own. You're free to make any changes you want - you
       can expand or demolish structures, adjust the regime, rebalance the staffing,
       etc - or you can just leave everything unchanged.
       For this trophy you simply need to leave one prison in Prison Warden mode
       running for at least ten days. Naturally you can save a huge amount of time
       by running the game at max speed. The fastest map is probably "Paradise City"
       but you need to do all ten prisons for the next trophy anyway!
       Pro Tip: Just keep playing the same jail until the trophy pops.
       If you use Custom settings with unlimited funds and failure conditions off
       you can safely leave the prison running unattended while you check your
       emails, watch some videos, read a book to your cat, etc.
    10 Inspectorate Of Prisons* [Silver / 30G]
       "Run every Prison Warden prison for at least 10 in-game days"
       The base game features the following ten maps and you need to play all of
       them. Either do them in order or make a note of which ones you've done.
                    1. Green Beach Prison        6. The Penaldome
                    2. Piano Island Prison       7. The Castle
                    3. Paradise City             8. Cove Park Prison
                    4. Eye of the Storm          9. Ironfort
                    5. Center Luxus             10. Forever Inn
       (The DLC expansions (see Section 04) include additional prison designs and
       other maps but these are not required for this trophy.)
       Pro Tip: Just keep playing each jail until the day counter says "Day 11". :)
       This will take some time, even at max speed. Most of the prisons will take
       around an hour and a couple of the big ones might take just over an hour.
       With infinite money and no failure conditions you're free to leave a prison
       running attended although you might return to a charred shell and/or a heap
       of dead bodies! Alternatively you could spend some time trying to engineer a
       large-scale riot for "Spare the Rod" (trophy #12).
       If you play with gangs enabled and request the maximum intake of Maximum
       Security prisoners every day that will give you a good head-start towards
       having enough gang members to attempt "Failure to Communicate" (trophy #24).
       *In England and Wales an independent body called HM Inspectorate of Prisons
       is responsible for monitoring conditions in prisons (and police cells).
    11 HM Prison Services* [Bronze / 10G]
       "Download a prison from the World of Wardens"
       WoW mode takes the place of the Steam Workshop in the PC version of the game
       - you can upload your prison designs for other players to download.
       You'll need to sign-up for a "Double ID" in order to be able to use World of
       Wardens mode. The option to register will be offered when you first launch
       the game but if you skip it then it'll be shown on the main menu.
       Once you've set up your Double ID you simply need to pick World of Wardens
       from the main menu and download any jail.
       *In England and Wales prisons are operated by Her Majesty's Prison Service.
       Every prison's name starts with "HM Prison" (HMP) - for example some famous
       prisons in London are HMP Pentonville, HMP Wormwood Scrubs and HMP Brixton -
       and consequently a prison inmate is sometimes informally said to be staying
       "at Her Majesty's Pleasure"! (HMP)
    12 Spare The Rod* [Bronze / 10G]
       "Stopped a riot of 50 or more prisoners" [PA mode or PW mode]
       Obviously you will need a jail with at least fifty inmates and if you have
       prisoners in the Max-Sec category they'll be more volatile. Riots tend to be
       confined to individual cell blocks initially so it would probably help to
       build a big block with 50+ cells sharing a single main entrance - or maybe
       just have one large holding cell! (poor Privacy would help cause unrest too)
       If your prison is running smoothly it might require a little encouragement
       before you'll get a riot. You could accept a massive intake of new prisoners
       without the necessary facilities or you could be more creative... Remove the
       Eat times from your regime or fit a valve on the water pump and turn it off
       so the toilets and showers stop working! Generally you want your prisoners'
       needs to go unsatisfied.
       Having armed guards (and snipers) in your prison will increase the danger
       level but you should deploy them away from the inmates otherwise they'll have
       a suppressive effect which discourages misconduct. If you've got Death Row
       prisoners then having an execution can sometimes trigger a riot too.
       (With the addition of two cheats in the console editions it's now very easy
       to get the party started! To trigger an instant riot on PS4 enter the cheat
       code - hold Triangle while you tap up, down, up, down, L1, R1, L1, R1. On
       Xbox hold the Y button instead and finish with LB, RB, LB, RB.)
       When a riot starts you'll get the "Riot Underway" pop-up which shows how many
       prisoners are currently involved. You'll need to leave the riot to grow until
       there are fifty people rioting so keep your security staff out of the way
       until then (you can spam the Guard Response command in a remote corner).
       Once you've got fifty rioters you'll want to take action to stop the riot
       from getting any bigger! Use the Bangup command and all compliant prisoners
       will return to their cells. Riots can usually be stopped by hiring the riot
       guards (Emergencies menu) and then ordering them to each affected area in
       turn until they've all been neutralized.
       For a faster but bloodier resolution just build an armoury with guard lockers
       beforehand, hire a load of armed guards and issue the Freefire command!
       You can practise your riot control strats in chapter 3 of the campaign.
       *"Spare the rod and spoil the child" is a proverb of Biblical origin which
       means your child should be punished for the sake of their own development!
    13 Don't Put Me In The Dark* [Silver / 20G]
       "Execute a prisoner on Death Row in Prison Architect mode"
       For this one you'll need to hire a lawyer and research Death Row (Bureaucracy
       menu), hire a chief, allocate some cells to Death Row (Security Sectors menu)
       and build an execution chamber with an electric chair.
       You lack the authority to impose a death sentence and you cannot transfer a
       prisoner to the Death Row category so instead you'll need to wait until one
       is shown as being available on the Intake menu and then request them.
       You're supposed to run Death Row appeals (via the Programmes menu) so that
       the inmate's Conviction Level is at or above the state-approved threshold
       before you execute them. If you conduct the death sentence when the value is
       below 95% (or 90% with Reduce Execution Liability researched) and they are
       later found to be innocent you will incur a $50,000 fine and your other Death
       Row prisoners will be transferred to other institutions.
       However if you just want to get the trophy quickly (and are prepared for a
       possible $50k fine) then you can just schedule the execution immediately! You
       can do this from the Schedule Execution tab in a prisoner's file. Not only
       does this save you time but it also avoids the risk of the prisoner winning
       an appeal and getting bumped down to Max-Sec or even released!
       *The title is a line from the 1999 movie 'The Green Mile' which - like 'The
       Shawshank Redemption' - was a film directed by Frank Darabont and adapted
       from a Stephen King prison story.
    14 Stone Walls [Bronze / 20G]
       "Build a prison with 100 prisoners in Prison Architect mode"
    15 Iron Bars [Silver / 40G]
       "Build a prison with 250 prisoners in Prison Architect mode" (500 on PC)
    16 Confined [Gold / 100G]
       "Build a prison with 500 prisoners in Prison Architect mode" (1000 on PC)
       (While a standard difficulty is not required for these trophies, it is needed
       for "Prison Economics" (trophy #21) which requires you to complete all the
       grants including the one for having a capacity of 500 prisoners so it makes
       sense to get this at the same time while playing on a standard diff.)
       Even without these trophies, an obvious goal in this game is to gradually
       expand the size of your prison and its population. It's very rewarding to
       maintain order and efficiency in your prison as you increase the capacity to
       several hundred inmates. As your population grows you'll need to increase the
       size or number of your essential facilities like canteens and kitchens along
       with all the resources for satisfying prisoner needs.
       If necessary you can buy the neighbouring plots of land to make space for
       expansion or you could research Small Cells and make them all 2x2 or 1x3!
       If you limit your intakes to Minimum Security inmates they'll be a lot easier
       to manage than the higher risk categories. (Also they have shorter sentences
       so you can potentially make a lot more money off early-release bonuses.)
       These trophies would be trivial if the prisoner intakes weren't limited. Each
       of the three main categories (Min-Sec, Med-Sec and Max-Sec) grows by about a
       dozen each day and then caps out at 100. However this does mean that it is
       possible to build a stable prison of just over 200 inmates while letting the
       intakes grow to their caps and then build a holding cell with three hundred
       beds (to complete the Cell Block E grant) and open the floodgates - accept
       all 300 new prisoners at once just to get the trophy!
       (Remember that Max-Sec prisoners are more troublesome and have longer jail
       sentences so you could be stuck with them for a long time. I just left them
       all trapped in a massive arena which I dubbed The Thunderdome!)
    17 D.B. Cooper* [Gold / 30G]
       "Sell a prison and make over $1,000,000 profit" [PA mode and standard diffs]
       The Reports menu's Valuation option (see Section 07h) gives you a breakdown
       of your prison's current value.
       You can increase the valuation by constructing more buildings, adding more
       objects, hiring more staff, increasing the number of cells, building up your
       cash total and repaying the bank loan (see Section 07g) if you have one.
       You cannot sell your prison if you have had any escapes or deaths in the past
       24 hours so search for tunnels/tools, maintain a secure perimeter, control
       prisoner aggression and don't use the Freefire command with armed guards!
       If you've sold shares in your prison (see Section 07h) this will reduce the
       money you receive from selling the jail by the corresponding percentage.
       (You do not lose your prison by selling it. You can continue to operate and
       build it but you can't sell it again and you can't sell shares in it.)
       *In 1971 a man known as "D.B. Cooper" hijacked a US passenger jet, took $200k
       as a ransom and then parachuted to safety. He was never identified or caught.
       He inspired the name of the lead character Agent Dale Cooper in 'Twin Peaks'.
    18 Samuel Norton* [Silver / 30G]
       "Have a cashflow of $50,000 or more" [PA mode and standard difficulties]
       A full breakdown of your cashflow (daily profit/loss) is available on the
       Finance menu - this gives indications of how you can improve it.
       Three big factors are the prisoner grant, exports and taxes.
       1) You're given $150 per inmate per day (regardless of category) so the more
          prisoners you have the more cash you'll be receiving. When you achieve
          "Confined" (trophy #16) your 500 inmates will be earning you $75,000 per
          day from prisoner grants alone.
       2) You can make a lot of money off exports so make several workshops (maximum
          size 240 squares) with forestry for supplies and increase the number of
          Work hours in the regime. If you have the DLC then using the warden Hunter
          McGreevy will increase the value of your workshop exports.
       3) Once you have sufficient money you can research Tax Relief and Offshore
          Tax Haven to reduce your tax rate from 30% to just 1%.
       Additionally you get a handy bonus when you have a streak of consecutive days
       without a major incident. This caps at $1000 (for each day) when you have
       200+ inmates, e.g. you'd receive $7000 on the seventh day of a streak.
       You can also make some savings by using prison labour to staff your kitchens,
       cleaning cupboards and laundries, firing any surplus employees, cutting the
       quantity/variety of meals (Policy menu) and suspending programmes.
       If you want to take a more drastic step temporarily to boost your cashflow
       for this achievement you could even fire all of your staff (apart from your
       accountant who's required for the tax breaks). You'll need to have enough
       cash to hire them back afterwards but that shouldn't be an issue if you're
       already running at close to $50k cashflow.
       (I got this trophy with around 110 prisoners, on a large map with a massive
       forestry zone supplying two workshops, with just four hours of Work on the
       regime and several expensive programmes running. I was averaging around $45k
       each day but I had to manually sell loads of logs from one of the workshops
       to force the workers to make licence plates for a grant and the additional
       short-term revenue was enough to temporarily tip me over $50k!)
       Here's my method for building a "prison" (without a prison!) specifically to
       achieve $50k+ cashflow in around five or six game days for the trophy.
       - play Prison Architect mode in County difficulty (for $200k starting funds)
       - set game speed to max
       - construct three offices (Quick Build) in south-east quarter
       - hire warden
       - research Maintenance and Finance
       - hire foreman and accountant 
       - research Groundskeeping
       - hire 20 gardeners
       - build forestry zone that fills north-east quarter of map (next to road)
       - extend deliveries zone south along road (overwrite garbage zone)
       - fire foreman and warden
       - wait until all trees are planted (green outlines) then fire all gardeners
       - hire 17 workmen (25 total)
       - research Tax Relief and Offshore Tax Haven
       - wait until all trees have been chopped down then at midnight (game time!)
         build 32x5 exports zone along east side of road adjacent to forestry
       - before 8am on same day accept maximum prisoner intake
       - trophy should pop when clock hits midnight again
       Using this method I got a cashflow of $78,400 at the end of Day 5. If you
       happen to have problems with it just make the forestry even bigger and/or
       wait until there are more prisoners available via intake.
       *Samuel Norton is the name of the warden in the 1994 prison movie 'The
       Shawshank Redemption' (and in the original story written by Stephen King).
    19 Wait and Hope* [Silver / 20G]
       "Unlock all Bureaucracy items" [PA mode and standard difficulties]
       Hiring a warden unlocks the Bureaucracy tree (see Section 08a) in the Prison
       Running menu. This is where you can pay to research new administrators, new
       staff, new rooms, new equipment and new functions.
       In total there are thirty-five options to unlock and some of them are pretty
       expensive ($50,000!) so you'll need to have a profitable prison running for a
       while before you can unlock all of them.
       *"All human wisdom is contained in these two words - Wait and Hope" is a line
       from the 19th-century novel 'The Count of Monte Cristo' by Alexandre Dumas.
       It's the story of a man falsely imprisoned in a French island fortress.
    20 Get Busy Living* [Silver / 30G]
       "Achieve a re-offending rate of 25% or lower" [PA mode and standard diffs]
       Each prisoner's chance of re-offending is based on their individual grading
       which is shown on their file (see Section 08b).
       There's a wide range of various factors that contribute to grading. You can
       improve gradings by scheduling more Lockup time, maintaining suppression with
       punishments and armed guards, preventing misconduct including assaults and
       escape attempts, increasing meal quantity/variety, controlling access to
       drugs and alcohol, providing good healthcare and rehab treatments and making
       more use of prisoner labour in kitchens, workshops, laundries, etc.
       Some factors can have both positive and negative effects. Scheduling more
       Free-Time reduces the Punishment score but gives more time for exercise which
       increases the Health score. More time spent in reform programmes obviously
       gives a better Reform score but decreases the Punishment score.
       After researching Prison Policy you can use the Policy menu (see Section 07d)
       to set the threshold value for the re-offending chance that a prisoner needs
       to achieve in order to be released early.
       *"Get busy living... or get busy dying." is a line spoken by Andy Dufresne
       (Tim Robbins) in the classic 1994 movie 'The Shawshank Redemption'.
    21 Prison Economics [Silver / 30G]
       "Complete every Grant available to one prison" [PA mode and standard diffs]
       Undertaking the grants is a great idea if you're playing with limited funds
       or you're a new player because they provide cash bonuses and guidance on what
       features to add to your prison.
       See Section 07e for details of the grants and some tips. You need to complete
       all twenty-three original grants for the trophy. (If "Government Bailout" is
       available in the console editions it's not needed for this trophy.)
       Researching Finance \ Extra Grant will speed things up as it allows you to
       have three grants open at the same time instead of the usual two.
    22 The Justice System [Silver / 30G]
       "No deaths, escapes or riots for 10 game days" [PA mode and standard diffs]
       Deaths can occur from random violence so try to keep inmate needs satisfied,
       ensure showers, canteens and yards aren't too cramped and deploy plenty of
       guards to help maintain order. Check your new intakes for potential victims
       (snitches, ex-guards and ex-cops), transfer them to Protective Custody and
       make a separate wing of the prison for them. Similarly prisoners with any
       other reputations can be transferred to a Max-Sec wing with more security.
       To prevent escapes maintain a secure perimeter. Use the big perimeter wall
       and avoid laying the larger water pipes near cell blocks to make it harder to
       tunnel out. Rooms that can provide contraband tools (see Section 08i) should
       be zoned for Staff or have guards stationed (to discourage theft) and metal
       detectors on the doors. Shakedowns and other searches will help to find tools
       in cells and dog patrols can find tunnels which should then be filled. You
       can also discourage escapes by increasing the punishment for them.
       Riots can occur when prisoner needs are not being satisfied, especially Food,
       Clothing and Hygiene, so make sure that your catering and laundry services
       are adequate and inmates have plenty of time and resources for showering. You
       can also hire a psychologist in order to review prisoner needs. If you have a
       Death Row (see Section 11) you should avoid having any executions too.
       Some of the warden characters would be helpful here - The Lobbyist halves the
       number of dangerous prisoners, The Pacifier reduces the danger level of your
       jail and Periwinkle allows dogs to expose escape tunnel routes.
       If necessary you can run a small prison with only minimum security inmates
       and plenty of resources/guards and you shouldn't have too much trouble.
       (I tried running a prison without inmates while I was attempting to cheese
       the cashflow trophy using forestry and I didn't get this trophy so I assume
       you do need to have a certain number of prisoners for it to count. While I
       was testing something else I was able to get it with only eight inmates.)
    23 Rehabilitation and Reformation [Silver / 30G]
       "Get 100+ prisoners' Drug & Alcohol needs below 25%" [PA mode and std diffs]
       After hiring a psychologist you can view the Needs menu which shows how many
       inmates have Drugs and Alcohol needs (and how severe those needs are). Both
       needs can be reduced on a daily basis by running the appropriate programmes.
       For the Alcoholics Group Therapy you'll need a psychologist and a common room
       with some basic chairs (maximum capacity for the programme is twenty).
       For the Pharmacological Treatment of Drug Addiction you'll need a doctor and
       an infirmary with spare medical beds (maximum capacity is ten).
       Programmes can be started under the Programmes menu and you'll need to have
       at least two consecutive Work hours in the daily regime.
       If the rehab programmes are affected by prisoner satisfaction and suppression
       in the same way as educational programmes then it would help to take steps to
       satisfy all prisoner needs and to reduce suppression by reducing punishments
       and limiting contact between inmates and armed guards.
       I think this popped for me without making any special effort but if you don't
       get it naturally from playing just get lots of rehab programmes running.
    24 Failure To Communicate [Silver / 10G]
       "Remove a gang from a held territory" [PA mode or PW mode]
       The option of including gangs (see Section 08k) needs to be selected when
       starting a new game. (It's probably a good idea to also disable the failure
       conditions too since dealing with gangs can be a bloody business and might
       cause enough deaths for "game over"!)
       Obviously you'll need some gang members so you should keep requesting the
       maximum available amount of Max-Sec intake every day. You might like to do
       this while playing through the Prison Warden maps (for trophies) and I would
       suggest not taking Min/Med-Sec with your Max-Sec to reduce overcrowding. You
       can see your current gang memberships on the Prison Gangs menu.
       You'll also need at least one gang leader and they don't start appearing
       until a gang has ten members so it will usually take at least four or five
       weeks before you get a leader. Ideally you want one gang to dominate so once
       you get one gang leader stop using the Max-Sec intake and let him recruit
       internally to expand his gang while it whittles down the other two.
       (If you have the DLC you can use the warden Nero who guarantees that you get
       three gang leaders in your first intake. This would be a big time-saver.)
       You'll need at least one piece of turf for the gang to conquer - this must be
       either a yard or a common room. I think smaller areas are easier to capture
       and you can make them more desirable by adding weights benches, TVs, etc. You
       should avoid having an adjacent security room with a door into the territory
       since this makes it harder for the gang to take it.
       Each yard or common room will be marked with a circular icon - clicking this
       will show how many gang members from each gang are currently in the area and
       how many more are available as reinforcements. Once a gang has sufficient
       numbers to make a "play" for an area they will - eventually - whip off their
       shirts and starting capturing it. Keep your guards away from the area until
       the turf icon shows the gang's colour and tattoo logo. If necessary you can
       give them more time by adding a long block of Free-Time on the regime.
       Once a territory has been captured you can oust the gang by hovering over the
       icon and pressing Square to begin the eviction. With a large gang this could
       get messy and you might want to hire extra guards or armed guards and unlock
       body armour and tazers first. However when I got the trophy the gang members
       actually didn't make any effort to hold their turf.
       Alternatively I guess you could use the Bangup and Lockdown commands - or
       assign individual lockdown punishments to the gang members.
    25 Prison Hotel [Silver / 30G]
       "Exceed 50 prisoner's cell entitlement at once" [PA mode and standard diffs]
       Each cell has a quality rating (see Section 08h) based on the room's size and
       features. You can increase the rating by making the cell bigger and by adding
       a shower, desk, chair, bookshelf, TV, radio and exterior window.
       Every prisoner has a cell entitlement based on their recent behaviour - if
       they've gone several days without misconduct then they'll be entitled to a
       cell with a higher quality rating (and vice versa).
       The Cell Quality view (Logistics menu) is unlocked by researching either
       Prison Labour or Micromanagement. Any cells shaded green match or exceed the
       occupant's entitlement while red cells fail to meet their entitlement.
       I tried a couple of pretty solid methods for getting this on an established
       prison (with lots of money available) but I didn't get the trophy so I think
       it's partially glitched - however you can get it easily on a new prison.
       Start a new game on County difficulty, play at maximum speed and build fifty
       "improved" cells from the Quick Rooms list (water and electricity are not
       required). Now just leave the game running and keep checking the Intake menu
       until you have a total of 50+ prisoners available (across all categories) -
       this will probably be on Day 3 or 4. Request fifty prisoners and they will
       start arriving at 8am the next day. The trophy should pop once you have fifty
       and you hire some guards to start moving your new guests to their suites.
    26 Minimum Security Prison [Silver / 30G]
       "100+ prisoners have less than 10% 'Critical' needs" [PA mode and std diffs]
       Obviously you will need to have a least a hundred prisoners for this and you
       should also hire a psychologist since that will allow you to view the Needs
       menu (see Section 07a) which indicates the percentages of prisoners with
       various levels of satisfaction for each of the needs (red for critical).
       You should take action to improve the situation on needs that are not being
       satisfied. For example with the Food need you could add or extend mealtimes,
       improve meal quantity/variety and check that the canteens/kitchens are large
       enough and have sufficient staffing and equipment to feed everyone.
       I got this trophy very quickly (testing on a spare account) when I accepted
       just over a hundred prisoners in my very first intake. New arrivals have no
       needs so if you have a hundred enter at once you should get the trophy.
    27 Working Prison [Silver / 30G]
       "Export 100 licence plates from a single prison" [PA mode and standard diffs]
       For this trophy you'll need to build a workshop so you'll want to research
       Maintenance \ Prison Labour in the Bureaucracy tree (see Section 08a); both
       saws and presses are required to make licence plates so make the workshop big
       enough to have several of both. You will also need to designate an exports
       zone (Rooms menu) near the road.
       Prisoners need to pass the Workshop Safety Induction programme before they
       can commence workshop duties so you'll also need to activate that programme
       and then add a Work phase of at least two consecutive hours to the daily
       regime. Programmes and regimes are both available under the Reports menu.
       Once prisoners have been trained they can be assigned to work in the workshop
       via the Prison Labour option on the Logistics menu under Prison Running.
       Sheet metal will be bought automatically, cut, stamped, exported and sold.
       You want your workshop team to focus on licence plates so if you happen to
       have a forestry zone supplying them with timber you should temporarily stop
       that by removing the forestry designation (room label).
       Once you have a workshop functioning it'll only be a matter of time before
       the trophy pops. Having more workers and equipment (and workshops!) will get
       it sooner - and provide a decent source of income for your facility.
    28 Oh My God, They Found Tom* [Silver / 10G]
       "Discover and repair an escape tunnel"
       Prisoners with the Clever trait (see Section 08b) and unsatisfied Freedom
       needs (see Section 07a) or longer jail sentences will sometimes dig tunnels
       out of their cells in an attempt to escape. They can use various contraband
       tools for this including spoons (from kitchens), axes (from forestry) and
       equipment like hammers and drills (from workshops).
       If necessary you can encourage tunnelling by having less Free-Time on the
       daily regime, taking more Maximum Security inmates (with longer sentences)
       and by allowing prisoners access to rooms with suitable tools (with fewer
       guards and no metal detectors).
       Escape tunnels can be discovered by running a Shakedown (Emergencies menu)
       but remember that this will also detect the contraband tools hidden in cells
       which they need for digging! You can also deploy dog handlers between your
       cell blocks and the perimeter to find potential tunnels.
       Once a tunnel has been discovered you can use the Remove Tunnels function
       (Demolition menu) to fill it - click and drag to select the whole tunnel.
       *This is a line from the evergreen 1963 WWII movie 'The Great Escape' where
       the prisoners of war dig three escape tunnels code-named Tom, Dick and Harry.
    29 Prison-Industrial Complex* [Bronze / 10G]
       "Purchase your first plot of additional land"
       In order to be able to buy a plot adjacent to your initial site you'll need
       to research Finance \ Land Expansion in Bureaucracy (see Section 08a).
       The option to purchase additional land will then be shown when you move your
       cursor beyond the edge of your current property. The area (and cost) of the
       adjacent plots will depend on the size of your starting map.
       If you have no desire to build massive prisons you could get this trophy very
       quickly by starting a new game with unlimited funds, setting the game speed
       to maximum, hiring a warden, making two offices (Quick Rooms), researching
       Finance, hiring an accountant, researching Land Expansion and buying land.
       *See: https://en.wikipedia.org/wiki/Prison–industrial_complex
    30 I Read A Book Once... Green It Was* [Silver / 30G]
       "Have 10 prisoners pass General Education" [PA mode and standard diffs]
       To run the educational programmes you'll need to research Education in the
       Bureaucracy tree (see Section 08a). You can then either build one classroom
       with twenty desks and put six Work hours on the regime (see Section 07c) or
       have two classrooms and three hours of Work. You should then activate the
       Foundation Education and General Education Qualification programmes via the
       Reports menu (see Section 07f).
       On consoles the Foundation Education course takes 10 days and the General
       Education course takes 20 days and students need to successfully pass the
       Foundation level before they can progress onto the General level so it will
       take a little while to get the ten graduates required for the trophy.
       Registration on the education programmes is voluntary so inmates will be more
       likely to sign up if they're happy (satisfied needs). Not having any critical
       needs will also improve their concentration which will increase their chances
       of passing so it can be helpful to schedule Free-Time just before the Work
       time so they can fulfil their urgent needs before class. The Free-Time also
       helps them get to class on time (better attendance improves pass rate too).
       Prisoners with the "Suppressed" status effect (from solitary or lockdown
       punishments and from encountering armed guards) will be less likely to sign
       up for classes and will have reduced concentration too. Solitary or lockdown
       punishments can obviously affect classroom attendance as well so you could
       even try removing punishments for minor offences (Policy menu).
       You should avoid using the warden character named Rita as she causes all
       suppression to have double the usual effect. After registering for a Double
       ID you'll receive two new wardens including Leanne Johnston who increases the
       pass rate on education programmes so she should be really handy here.
       Inmates from the Maximum Security intake will tend to have longer prison
       sentences which gives them more time to complete their studies. You might
       also want to cancel your parole hearings while working on this trophy since
       otherwise there's a risk that inmates who would otherwise be able to finish
       both courses will be released before that can happen!
       If you have a shop it might help to close it temporarily because prisoners
       prefer to go to work to earn money instead of attending classes.
       *Named after a slang term for a prison sentence, 'Porridge' was a classic UK
       70's TV sitcom starring the late great Ronnie Barker and Fulton Mackay. In
       one show an inmate (played by Brian Glover) was accused of being illiterate
       but he protested that "I read a book once. Green, it was."
    31 Double Eleven* [Bronze / 10G]
       "Play the game at 11:11 (am or pm)"
       This trophy will pop if you have the game running when your console's system
       time is either 11:11am or 11:11pm. It seems like you need to be actually
       playing the game rather than just idling on the main menu.
       If you're really keen to get this trophy as quickly as possible then you can
       also manually set your system time to 11:10 and then hop back into the game!
       *The console port of Prison Architect was developed by Double Eleven studio.
       They previously included the exact same trophy in PixelJunk Shooter Ultimate,
       Frozen Synapse Prime, LittleBigPlanet and Nom Nom Galaxy.
    | Section 17 | CONTACT                                                     s17 |
    I welcome feedback, corrections and contributions on this guide. Contributions
    will usually be reworded but will always be fully credited to the submitter so
    be sure to tell me the name you want me to use.
    You can email me at barticle at hotmail.com - obviously changing the "at" to an
    @ and removing the spaces. It would be helpful if you include "Prison Architect"
    somewhere in the subject line to get my attention.
    I prefer contact by email but if you have trouble with your emails (inbox full,
    webmail blocked, overzealous spam filter, etc) and/or you don't hear back from
    me within a few days then feel free to message me via GameFAQs.
    | Section 18 | THANKS                                                      s18 |
    I would like to thank the following:-
    o Mark and Chris for their informative and entertaining update videos
    o the many contributors on the game's excellent Wikia and Devwiki support sites
    o Nat D11, HamsterX3 and Skierky for helpful forum posts
    o KulpritGaming (Youtube) for the Alpha 16 and Alpha 25-27 (PC) playthroughs
    o OfficialStuffPlus and Sips (Youtube) for the Update 7 (PC) playthroughs
    o Kuberous (Twitch) for his epic novelty prison designs
    o Tropic of Coldness, Cave in the Sky and Jason van Wyk for super sounds
    I will be happy to give credit and thanks to anyone who makes a contribution.
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             /  / /  //  / /  //  /     /  /   /  //  /   /  /  /  /         GUIDE |
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    Prison Architect Guide
    Copyright 2016-2017 James R. Barton
    Initial version 1.00 completed 9 July 2016
    Current version 1.07 completed 26 December 2017
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    This guide may be downloaded and printed for personal, private, non-commercial
    use only. This work is subject to copyright. It may not be hosted online or
    otherwise distributed publically or reproduced either in whole or in part
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