![]() ![]() 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. 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.Īn amusing thing about these units is that their animated behaviors are rather strange if not deranged. So some of these areas provide units which wander around the prison yard. Library, classroom, laundry, theater: Prisoners will go there, but serves no clear purpose.Ĭhapel: Each chapel provides one chaplain who will wander around the prison. Prisoners will sometimes visit the therapists if they aren't busy with other things. Therapy rooms: Each therapy room provides you with a counselor who will wander around the prison. Injured prisoners will sometimes use one of the beds, but this is rare. Hospital: Each hospital provides you with a medic who will wander around the prison. 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%). I'm sure the original design had some mechanism involving visitors, but the feature got cut. 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. Maintenance room: This provides you with one repair guy. A guardroom is cheaper than a guard tower, but provides less surveillance (if there is such a thing). Small guardroom: This provides you with one guard who will patrol the prison. 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. ![]() 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%. Presumably levels 2 and 3 give you more land.Ĭlerical office 1/2/3: The level 1 clerical office reduces your maintenance costs by 50%. Land use office 1/2/3: When you create the level 1 land office, you get access to an adjacent lot for prison construction. Okay, I've figured out one or two more mechanisms for this game.
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