These are some of the reasons why there should only ever be one.
Need more?I digress.
likaboss wrote:In prison architect, the administrators don't actually "administrate" the prison. They are prerequisites for facilities and research. In the case of the foreman and the chief, they teach necessary classes.
They don't walk around, ordering guards/workmen to do stuff. That's not why they are there for.
If you are asking for realism in administrators, you should be asking the devs to implement administrators actually doing some administrating work. And hey, I'm sorry, but they're not going to do that.
I'm not asking for realism in admin staff. Regardless of usefulness, it is already there. As long as they are employed, they're administrating. Look at it from a different point of view, if you would. Research is just a blanket term for what they are doing when you want to add a new feature to your prison. It is more akin to permitting. You're not researching Death Row (seriously, that's been around as long as humans in some form or other, research complete) but applying for the appropriate permits and whatnot for the facility to be able to host Death Row and all of the tat that comes with it. Yes, every single one of them is essentially useless once their tree is completed, but not completely. Chief, as one, gives you access to the thermometer. Accountant gives you the ability to go negative income just by being on site. That's administrating.
likaboss wrote:You should NOT be asking for realism in the administrator mechanism. I mean, the ratio has to be logical – you don't want to have thirty thousand foremen for two workmen. But as long as it goes under the basic logical standards, you shouldn't be asking for more.
I'm not asking for realism in the administrator mechanism; as stated, it is already there, you just have to see past what the game presents to you. The ratio is logical - 1 Foreman per prison.
likaboss wrote:As you said, the chief and warden are not really necessary. They're just there for the research and the facilities. The warden does practically nothing except attending executions. The chief is useless after most of your guards have tazers.
The foreman, on the other hand, always has to teach the new prisoners about stamping license plates. He's just so much more useful than the chief/warden.
First off I said they were essentially useless, you still need them for the passive benefits they give; but, I do agree with the rest of this.
likaboss wrote:If one guy is more useful than the other, we get more of that guy – it's as simple as that.
By that logic, the Chief, who is more useful than the Warden (taser training) should come in multiples as well.
likaboss wrote:Don't ask for too much realism in a 2D game. In the real world, you don't get to build concrete foundations in four hours. You don't get to manage and build the prison at the same time. You don't get to order firemen to shoot water at your power generators (muhahaha).
Honestly, I generally don't. There's a lot of realism already in game, anyway.
Since the game time is in two functions of time, we'll have to take a moment to break this part down. 1 game day is 1/5 of a year, 5 days is one year. 4 game hours is a little over 12 days. Working 24/7, with a couple of breaks at the end, it isn't unreasonable to have a decent foundation, walls and roof poured and ready to occupy in that time. This assumes, of course, some kind of fast cure on the concrete but still, its well within the realm of possibility.
Yeah, I agree, typically that's two different people, but, again, not impossible that one could direct the construction of, say, an office complex, and then go be desk-jockey CEO in the same building.
You can tell anyone to do anything. Whether they do it or not is a different thing.
likaboss wrote:Btw, having workmen/teachers teach the workshop classes is too OP. We'll soon be seeing a lot of "$500,000,000 DOLLAR INCOME PRISON" in the Steam workshop if that's implemented.
We should have multiple foremen, but the number of them should be limited to a certain ratio to the number of prisoners, the number of workshops, the distance between workshops, and/or the number of workmen.
Why can't you combine those two thoughts? " having workmen/teachers teach the workshop classes but the number of them [teaching] should be limited to a certain ratio to the number of prisoners [and] the number of workshops".
MMZ>Torak wrote:How about simply creating an entirely segregated prison where there is NO overlap or mixing of security levels?
Its already been addressed:
czar mohab wrote:--If a shared workshop doesn't float your boat, build your Foreman's office and his staff room central to the workshops he'll be training in, and stagger which he's giving the training using the program schedule edit tab. If you can, give him an hour break between classes to allow for travel time when changing rooms. This works well with staggered regimes, too.
MMZ>Torak wrote:If it really irks people that there can be only one foreman, then expand the "teachers" to the shops and require a foreman before teachers can be hired.
Or, and hear me out on this, call him something else that does not imply the "only one" status. Also available: adjust class sizes and running times to allow for the one to teach the many more efficiently.
MMZ>Torak wrote:Why is the workshop so different than the infirmary or psychologist's office? All three provide rehabilitation, yet only the workshop has an arbitrary limitation of how it can be used to provide those rehabilitation services; and what security levels can attend.
Fairly certain the decisions were not arbitrary by any means.
I just hope, no matter the outcome, this does get resolved in some way.
The Czar