More Prison Tycoon notes
Okay, I’ve figured out one or two more mechanisms for this game.
Land use office 1/2/3: When you create the level 1 land office, you get access to an adjacent lot for prison construction. Presumably levels 2 and 3 give you more land.
Clerical office 1/2/3: The level 1 clerical office reduces your maintenance costs by 50%. Since maintenance costs appear to be equal to the original cost of construction for each turn, this is a pretty hefty savings! Level 2 reduces costs by 66%, and level 3 by 75%. Supposedly an existing office is required to build the next level, but due to a programming bug you can delete the offices once they have been built and still keep the maintenance savings.
Small guardroom: This provides you with one guard who will patrol the prison. A guardroom is cheaper than a guard tower, but provides less surveillance (if there is such a thing).
Maintenance room: This provides you with one repair guy.
Visitor’s reception: Although you can build a reception area and even a visitor’s center, I don’t think there is any code in place for this to do anything. I’m sure the original design had some mechanism involving visitors, but the feature got cut.
Staff rooms: Another feature that seems to have been yanked, as none of the staff ever make use of the staff rooms (maintenance always stays at 100%).
Health services building:
Hospital: Each hospital provides you with a medic who will wander around the prison. Injured prisoners will sometimes use one of the beds, but this is rare.
Therapy rooms: Each therapy room provides you with a counselor who will wander around the prison. Prisoners will sometimes visit the therapists if they aren’t busy with other things.
Library, classroom, laundry, theater: Prisoners will go there, but serves no clear purpose.
Chapel: Each chapel provides one chaplain who will wander around the prison.
So some of these areas provide units which wander around the prison yard. I think they are supposed to autonomously perform their duties as needed, but I’ve noticed a large disparity when there are, for example, two medics: one of them will be ranked with a number of “jobs”, but the other has done zero.
An amusing thing about these units is that their animated behaviors are rather strange if not deranged. I think they are canned animations used by the developers to test certain features, and were supposed to be replaced before the game’s release.
If you select one of the units, you can click the green “do your job” button.
Handyman: He fixes whatever needs maintenance.
Guard: The guard will approach a prisoner and proceed to clobber them with a nightstick, the prisoner will fall to the ground. The prisoner will then be “happy”, meaning the action has satisfied some character need.
Medic: The medic will approach a prisoner who will fall to the ground (and a medical beep will sound). The medic then hammers at the prisoner’s leg a few times. This somehow heals the prisoner, and they can leave “happy”. (It is far less sexual than this description may sound.)
Counselor: The counselor plays some sort of juvenile trickery, waving his hand and then slapping the prisoner. The counselor then sobs, and slaps the prisoner again. This leaves the prisoner “happy”.
Chaplain: It’s a Catholic prison, and the chaplain blesses the prisoners, making them “happy”.
I found a list of moods in the language.xml data file. The order of moods, from good to bad, are:
There are three special moods: