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Author Topic: Prison Simulator [Bay12 Edition]  (Read 6060 times)

PrivateNomad

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Prison Simulator [Bay12 Edition]
« on: January 28, 2014, 10:32:06 am »

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Google Doc File

     Congratulations! You have been selected by Nomad Co.™ to run a new deady and cruel fun penitentiary amusement park! In your career as a warden park manager, you will build and operate a prison amusement park for the overflowing number of prisoners guests. Please refer to the closed instruction manual below to assist you in your new career.

You have ☼2000 starting credits which you can spend on various improvements inside the prison, and you get +5 extra credits per prisoner per turn and may spend the credits on whatever you wish.

     •Spaces cost ☼5 each.
        All spaces on the board are to be written in an ordered pair format (eg. Purchasing spaces (17,22),(17,23))
     •All personnel cost ☼50 each.
        (Janitors, Guards, Customer Support, Cafeteria workers, doctors) All of these are required to run an ethical prison. Not having enough guards will cause your prisoners to rebel, not enough janitors will cause your prison to get dirty, and not enough cafeteria workers will cause unhappy thoughts for the prisoners and perhaps starvation.
     •All furniture items cost ☼10 each.
        (Chairs, beds, tables, games, cameras, doors, glass, etc.)
     •Different things are adjustable.
        (Food quality, prisoners per cell, and more. Higher meters will cost more credits.)
     •Double lines are doors.
        (Gold is unlocked, gray is locked, blue lines are glass.)
     •Expenses are calculated after each turn.
        (Things such as paying workers and the such)

Your first step should be to create cells and hiring workers. Be sure to add locked doors to your cells! The prison will open in five turns. To raise the meters for things, simply say something like 'Raise food quality 2 units'.


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Credits: ☼2000
     Expenses
     None!

Food Quality:         ██████████ [☼3/turn]
Prisoners per Cell:  [3/cell]

Threat Level:         ██████████
Prisoners:             [0 Prisoners]

What is the name of the prison?
(things may be subject to change)
« Last Edit: January 30, 2014, 10:26:46 am by PrivateNomad »
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GreatWyrmGold

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Re: Prison Simulator [Bay12 Edition]
« Reply #1 on: January 28, 2014, 10:34:07 am »

Neat game.

First off, how big of cells do prisoners need? And, for that matter, what are the scale of the little grid squares?
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PrivateNomad

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Re: Prison Simulator [Bay12 Edition]
« Reply #2 on: January 28, 2014, 10:39:31 am »

Neat game.

First off, how big of cells do prisoners need? And, for that matter, what are the scale of the little grid squares?
They use whatever cells you give them. Big cells will make them happier. Too many prisoners in one cell will cause problems such as fights and plots of escape. Each square equals one meter2.

GreatWyrmGold

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Re: Prison Simulator [Bay12 Edition]
« Reply #3 on: January 28, 2014, 10:47:20 am »

I suggest we aim for something akin to the...Norwayish? Norse? prison system, which focuses on rehabilitation over retribution. Described here.

Just getting general mission statement things out of the way.
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Akroma

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Re: Prison Simulator [Bay12 Edition]
« Reply #4 on: January 28, 2014, 10:52:14 am »

Nah, I vote for a brutalist high-security prison that uses prisoners as slave laborers. Make massive dough, while opressing our prisoners human rights to the extend the law will let us, and then some gray area stuff on top of that.

question: what are the currently built rooms for?
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Re: Prison Simulator [Bay12 Edition]
« Reply #5 on: January 28, 2014, 10:58:24 am »

I suggest we aim for something akin to the...Norwayish? Norse? prison system, which focuses on rehabilitation over retribution. Described here.

Unless I'm misreading something, the problem is that we only get 5 credits per turn per prisoner, so what we really need to do is pack them in like sardines to earn as much money as is physically possible.

Question for Nomad: What expenses do we have to pay, besides food for the prisoners?
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GreatWyrmGold

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Re: Prison Simulator [Bay12 Edition]
« Reply #6 on: January 28, 2014, 11:00:35 am »

Nah, I vote for a brutalist high-security prison that uses prisoners as slave laborers. Make massive dough, while opressing our prisoners human rights to the extend the law will let us, and then some gray area stuff on top of that.

question: what are the currently built rooms for?
There are three problems I see with your idea.
1. It's overdone. Every prison in fiction is craptastic, terrible living conditions, barely meets requirements, blah blah blah.
2. That will lead to, among other issues, plenty of prisoner revolts. We'd need to spend those huge profits on security. (Not that I'm sure what we'd do with them anyways.)
3. There don't seem to be "slave labor" room options for this prison.

Nothing, at the moment.

Unless I'm misreading something, the problem is that we only get 5 credits per turn per prisoner, so what we really need to do is pack them in like sardines to earn as much money as is physically possible.
That presumes that our goal is to make money. Which will be used so we can get more prisoners, so we can make more money. It's a pointless cycle.
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Re: Prison Simulator [Bay12 Edition]
« Reply #7 on: January 28, 2014, 11:02:54 am »

That presumes that our goal is to make money. Which will be used so we can get more prisoners, so we can make more money. It's a pointless cycle.

*shrug* Making lots of money sounds like a good goal to me.
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Fniff

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Re: Prison Simulator [Bay12 Edition]
« Reply #8 on: January 28, 2014, 11:07:44 am »

Let's make a golden mean between "norse rehab" and "horrible prison". Prisoners who pay their way get to be rehabilitated in the best of conditions. Those who don't get to enjoy our version of Butcher Bay from Chronicles of Riddick.

Akroma

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Re: Prison Simulator [Bay12 Edition]
« Reply #9 on: January 28, 2014, 11:08:50 am »

are there multiple z-levels?


could we possibly just dig a deep hole and do a batman rises prison?
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PrivateNomad

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Re: Prison Simulator [Bay12 Edition]
« Reply #10 on: January 28, 2014, 11:52:36 am »

I suggest we aim for something akin to the...Norwayish? Norse? prison system, which focuses on rehabilitation over retribution. Described here.

Question for Nomad: What expenses do we have to pay, besides food for the prisoners?
Paying workers, food (depending on quality), and more because I can't think of anymore.

are there multiple z-levels?
could we possibly just dig a deep hole and do a batman rises prison?

I'd prefer only 1 z-level for simplicity.

3. There don't seem to be "slave labor" room options for this prison.
You can build custom rooms, like factories that use prison labor to make profit. The sky's the limit, really.

GreatWyrmGold

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Re: Prison Simulator [Bay12 Edition]
« Reply #11 on: January 28, 2014, 01:11:55 pm »

The sky's the limit, really.
Wouldn't that require us to be able to build upwards?
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Funk

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Re: Prison Simulator [Bay12 Edition]
« Reply #12 on: January 28, 2014, 02:11:03 pm »

Who much is razor wire and electric fencing?

My plan it to build a simple barn to house the prisoners and give them a large garden/ farm area for them to live in.

raising chicken and growing potatoes gives them a self of worth, a use full job and cuts feeding costs.
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GreatWyrmGold

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Re: Prison Simulator [Bay12 Edition]
« Reply #13 on: January 28, 2014, 03:47:12 pm »

I'm pretty sure we're indoors, probably underground. Hence why we need to pay for every tile of indoor space and not every tile of wall.
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WhitiusOpus

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Re: Prison Simulator [Bay12 Edition]
« Reply #14 on: January 28, 2014, 04:35:51 pm »

((Soo... Is that the only way to buy squares? Or can you open it to us on google drive so we can edit and show you what we want to buy, since it'll be easier?...))
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