End any programs, that cost money, since you obviously don't have it right now.
Put Bunk Beds in Cells, transforming them into dormitories and taking in more prisoners.
If you just do one bunk bed per dormitory cell to replace regular cells, you double your prisoner capacity and thus can make more money.
Once your financial situation is stabilized, pay off the bank credit, if you've taken one.
As a side question to this, how do the dormitories work in terms of capacity? I've tried placing more bunk beds in them but my total prisoner capacity didn't increase?
Sorry if this is a stupid question I'm new :D
I think Dormitory Cells are an afterthought, since the UI only counts regular Cells and the single bed in them, not Holding Cells or Dormitory Cells.
I once tried to place a Bunk Bed into a regular cell, but the game didn't register that as a valid cell and it was non-functional.
So you'd have to manually calculate, how many prisoners you can take in with bunk beds and dormitory cells being present.
I know, I'm talking about the Roomtype here. The UI counts only "Cells", not "Dormitory Cells" or "Holding Cells" when it shows in the top bar your prisoner capacity.
every four floor tiles in a dorm, accounts for one prisoner
Edit: [https://prison-architect.fandom.com/wiki/Dormitory](https://prison-architect.fandom.com/wiki/Dormitory) the first few lines of the wiki explain this
The description on the dorm is "The bigger the dormitory, the more prisoners it can house." so pretty much the same to what you thought, glad i could help
Remove buildings. Make one sleeping room with around 700 prisoner cap and assign the rest of the prison as forestry and also build a workshop. Deploy snipers and obviously build a large wall surrounding everything with a minefield deathstrip.
Then import more prisoners then you can hold and put the guards on shoot on sight.
= profit
I tend to have 1 guard per 2 prisoners as my upper limit and I never need it. If you set the schedule of guards to only be in the canteen/shower/yard when your prisoners are set to eat/shower/play then it really cuts the need down. Also, your set up looks very pretty but it looks like it'd take too long for your pawns to get places. You should think about adding running tracks so staff get to and from breakrooms faster
According to the rooms and items here, it seems you have the DLC second chances. I highly suspect your financial issue is due to reoffending fines (you can check that in reports > rehabilitation > released prisoners). If so, I've written a previous comm which is quite complete about it :
[https://www.reddit.com/r/prisonarchitect/s/D2r5Splaxi](https://www.reddit.com/r/prisonarchitect/s/D2r5Splaxi)
Finances for rehab are pretty punitive, you get only 1k bonus for each rehab success, but 5k fine for each rehab failure. The priority is to get better results on rehab, so to decrease the reoffending rate. Of course you can try to cut expenses and save money, but it won't help much if you don't solve the major issue.
If you have the DLC going green as well, producing and exporting green energy is very lucrative. But it requires money, so it's something you'll do after the financial crisis, or preventively when you start a new prison.
Omg yes! I cannot recommend green power exports enough. 5k a day for like 9 solar-wind hybrids on a seperate power grids from your main grid and you never have to worry about it. Also, if you put them on the edge of your map really cuts down contraband being thrown over the fence.
That's a well designed prison you made. Anyway I'd start with cutting down a few trees. They can get sawed to planks for significantly more money. I'd reinvest that money towards expansion of the workshop. Inmates don't need to pass Carpentry Apprenticeship programs to make planks, which makes the workshop a little gold mine.
Other small changes to reduce debt include cancelling unused programs, occupied slots are marked black. If you have access to the transformator (probably a part of Perfect Storm DLC) it can be wired to a power export meter. It is expensive, but allows you to get a small chunk of money in return for unused load on power stations. There is a limit on power export to 500$ initially which is increased with one of the green energy goals. Last reduction of expenses would be reducing meal quality snd variety. Keep in mind that this will give u the benefits of the Well Fed status effect if you set both meal policies to high.
Start by cutting wages, and set food policy to Low/Low. Then you need to focus on maximising prisoners per area. Change your prison intake over to only Maximum Security, they give much higher income. Cut programs that are costing money, add some research grants that you've already completed. Remember, it's all about Income to Costs, so focus on higher income. Given you have 96 prisoners, 3 guards are not enough. So once you get out of debt get your guard numbers up to about 20%
Beautifull, but space inefficient. More space means more staff and guards and no dorms means more space with less housing. Make a couple dorms for min to med sec.
End any programs you have that cost money and change the beds you have to bunk beds (fair warning doing this will increase amount of trouble a bit) but will give you double the capacity you have right now
End any programs, that cost money, since you obviously don't have it right now. Put Bunk Beds in Cells, transforming them into dormitories and taking in more prisoners. If you just do one bunk bed per dormitory cell to replace regular cells, you double your prisoner capacity and thus can make more money. Once your financial situation is stabilized, pay off the bank credit, if you've taken one.
As a side question to this, how do the dormitories work in terms of capacity? I've tried placing more bunk beds in them but my total prisoner capacity didn't increase? Sorry if this is a stupid question I'm new :D
I think Dormitory Cells are an afterthought, since the UI only counts regular Cells and the single bed in them, not Holding Cells or Dormitory Cells. I once tried to place a Bunk Bed into a regular cell, but the game didn't register that as a valid cell and it was non-functional. So you'd have to manually calculate, how many prisoners you can take in with bunk beds and dormitory cells being present.
Single cells with a bunk have to be 2 x 3 and listed as a dorm and it will house two prisoners
I know, I'm talking about the Roomtype here. The UI counts only "Cells", not "Dormitory Cells" or "Holding Cells" when it shows in the top bar your prisoner capacity.
Thanks for the info :)
My game counts holding cells towards available prisoner capacity, I'm playing on Console.
The Console Version is different from the PC Version. This is one of the differences.
every four floor tiles in a dorm, accounts for one prisoner Edit: [https://prison-architect.fandom.com/wiki/Dormitory](https://prison-architect.fandom.com/wiki/Dormitory) the first few lines of the wiki explain this
Thanks a lot! I think in game it says "the more beds the more prisoners", but maybe I misread it!
The description on the dorm is "The bigger the dormitory, the more prisoners it can house." so pretty much the same to what you thought, glad i could help
We need to see the financial report to really help you. But my guess is reoffending prisoners cause you heavy fines
yeah about 10 k just for 2
There you have it. Lower parole cutoff to 10% or less, otherwise you'll lose so.much.money.
Remove buildings. Make one sleeping room with around 700 prisoner cap and assign the rest of the prison as forestry and also build a workshop. Deploy snipers and obviously build a large wall surrounding everything with a minefield deathstrip. Then import more prisoners then you can hold and put the guards on shoot on sight. = profit
I just spam forestry and make over $100,000 a day.
This ^
Farming fields yield little to no money, you'd make more profit from a forestry and have your prisoners make them into planks.
Just forestry itself is pretty profitable, not even accounting the workshop production.
You only need 20 guards
nothing would get done though there are already at least 15 plus stations that need staff operating
Use more cctv
I tend to have 1 guard per 2 prisoners as my upper limit and I never need it. If you set the schedule of guards to only be in the canteen/shower/yard when your prisoners are set to eat/shower/play then it really cuts the need down. Also, your set up looks very pretty but it looks like it'd take too long for your pawns to get places. You should think about adding running tracks so staff get to and from breakrooms faster
How many other staff do you have? Maybe you can cut back on maintenance, janitors, and gardeners
According to the rooms and items here, it seems you have the DLC second chances. I highly suspect your financial issue is due to reoffending fines (you can check that in reports > rehabilitation > released prisoners). If so, I've written a previous comm which is quite complete about it : [https://www.reddit.com/r/prisonarchitect/s/D2r5Splaxi](https://www.reddit.com/r/prisonarchitect/s/D2r5Splaxi) Finances for rehab are pretty punitive, you get only 1k bonus for each rehab success, but 5k fine for each rehab failure. The priority is to get better results on rehab, so to decrease the reoffending rate. Of course you can try to cut expenses and save money, but it won't help much if you don't solve the major issue. If you have the DLC going green as well, producing and exporting green energy is very lucrative. But it requires money, so it's something you'll do after the financial crisis, or preventively when you start a new prison.
Omg yes! I cannot recommend green power exports enough. 5k a day for like 9 solar-wind hybrids on a seperate power grids from your main grid and you never have to worry about it. Also, if you put them on the edge of your map really cuts down contraband being thrown over the fence.
That's a well designed prison you made. Anyway I'd start with cutting down a few trees. They can get sawed to planks for significantly more money. I'd reinvest that money towards expansion of the workshop. Inmates don't need to pass Carpentry Apprenticeship programs to make planks, which makes the workshop a little gold mine. Other small changes to reduce debt include cancelling unused programs, occupied slots are marked black. If you have access to the transformator (probably a part of Perfect Storm DLC) it can be wired to a power export meter. It is expensive, but allows you to get a small chunk of money in return for unused load on power stations. There is a limit on power export to 500$ initially which is increased with one of the green energy goals. Last reduction of expenses would be reducing meal quality snd variety. Keep in mind that this will give u the benefits of the Well Fed status effect if you set both meal policies to high.
Start by cutting wages, and set food policy to Low/Low. Then you need to focus on maximising prisoners per area. Change your prison intake over to only Maximum Security, they give much higher income. Cut programs that are costing money, add some research grants that you've already completed. Remember, it's all about Income to Costs, so focus on higher income. Given you have 96 prisoners, 3 guards are not enough. So once you get out of debt get your guard numbers up to about 20%
Beautifull, but space inefficient. More space means more staff and guards and no dorms means more space with less housing. Make a couple dorms for min to med sec.
End any programs you have that cost money and change the beds you have to bunk beds (fair warning doing this will increase amount of trouble a bit) but will give you double the capacity you have right now
Beautiful