Postby Arthemax » Mon Apr 29, 2013 8:41 pm
Guard regimes, so you won't have to micromanage them 24/7.
Different regimes for different cell blocks/security levels, so you can have different people working in workshops/laundry all day, and utilize the canteen/showers/yard better.
Escort zones, where prisoners are only allowed under direct supervision. Alternatively: semi-staff zones, where prisoners with specific duties are allowed if escorted (storage/deliveries to pick up workshop items, or offices to clean, or infirmary to be healed.
Remote controlled gates/doors, so stealing keys won't be enough to escape on your own. (would need guards to monitor and operate though, plus being more expensive to set up.)
Assigning jobs without researching deployment.
Assign guards to specific items/locations, for instance guarding/operating a door, or overseeing a metal detector.
New grants for establishing the new gameplay elements (especially laundry).
One-time grants for accepting new prisoners, to help fund expansion of the prison. Currently, the cost of a new prisoner cell alone is a full week of grants if you have no other expenses. Adding in food and guard costs, the vanilla game makes it extremely hard to grow your prison, IMO.
Finance tab shows retrospective finance report for the previous day and/or week, including costs of emergencies, repairs, constructions, research, hiring, materials etc, and income from grants and workshops.
Last edited by
Arthemax on Mon Apr 29, 2013 10:29 pm, edited 1 time in total.