The biggest troll in that post is actually using the term 'toon'.
I'm old what do you want, a modern reference?
You're both awesomely old though.
Maintained and established quite a pretty nice area to live in, for prison standards anyway. Spent everything on helping folks and getting people up and reformed well, with the only suppressor being an armed guard in the 4-hour-per-day visited canteen, surrounded by a Yard to ensure that my 500+ person prison has everyone in place before eating time.
My regime went as ~6 hour sleep (since I noticed all sleep needs are fulfilled in 3 hours or so), with 9 hours per day divided into 3 for eating and yardwork [yard, eat, eat, to make 3 hours respectively, with the first starting from 5-7am right before the 8am visitation or otherwise/mail work]. There was no time allotted for 'lockdown' because that's pretty much useless in comparison to prison grading and the fact that I can keep an armed guard to shoot off hourly charges of 'suppression', so at most any person has +++, a minimal score. Policy was dictated to no solitary confinement other than murder/escapes, of which were pretty few due to enclosing the outside of the building with perimeter wall.
Warden used was the sapper, so I don't necessarily have to worry about tunnels and searching every individual toilet :V since I don't pretty much mind people getting contraband if they're not getting worse for them, especially re-offending chance given choice deployment areas or markings of hallways (that can be just two doors situated next to each other) but I've made crucial areas into staffroom and staff-only areas anyway, so the only places that can precisely probably get things stolen from are generally ones that have 90% metal items. I would've gone with the Pacifier though, because he seems like a cool guy overall and very suitable to my playstyle. Gave a Psychologist per area and security block, following mail rooms (+chapel/education) only for the higher security areas while protective custody sticks with Min security allocations so I'm prepared for all Min Security/Med Security, and Max Security {Ratio of 10/3/1}--with the last one having the smallest area but the most well guarded and nearest to workshops and such to help their reforms. I've packed this prison with ~175+ guards because I've no idea how the guards work in helping out the peoples, but I position one in every room or patrolling every cell under the impression that it matters and affects those in the same room. That, and it seems like guards can passively search for contraband (especially alcoholic contraband that isn't smelly) by bumping into people?
Using a 3x1 cell with a bed/toilet, with all amenities in the canteen or yard (who would've known that you don't need a shower area and you can just plop them in the canteen or yard or common room and everyone is cool with it o_O), and everyone is pretty happy, with my prison grading at ~9/~5/4/3, setting parole under 15%, and having a 8% re-offending rate. Dedicated Psychologist office, and just 1 armed guards per canteen (so 2 per canteen to to fulfill each others' patrols)
So around 6 in total at the current state.
Didn't turn on Gangs, unlimited funds, or events, started out with fog of war/failure conditions, and put all my delivery areas into one spot alongside the garbage and storage places, with an internal storage area for the canteen/kitchen, because having BOTH meal settings at "High" really wear down on food cost. Granted, having your staff do most of the work in dangerous contraband areas other than the people = happier outcomes due to the wages being paid for anyway, although the only worries for actual contraband in a decent setup are the Infirmary, Office [both programs holding alcohol that isn't smelly] and Visitation, compared to the cleaning cupboard and workshop which can be detectable.
Glad to have researched up how suppression works -_- The benefit of placing canteens in secluded areas are that suppression is indoor/outdoor only, so being isolated thanks to the Yard helps a lot. That and me making a 'grand canteen' filled with stuff all over is a really bunchy place (sans the max security, because they seem like the more volatile ones ._.). Had Death row running and...I'm glad I never had to use it given the low % of doing it. >_> That seems to be the only area that you can't really affect at all given the rate of appeals.
...I still have no idea as to the effect of the radio "affecting the whole room", but I've learned that when anything (like the wiki) or in-game instruction says 'square/tile/foot', it means "one game tile" no matter how it's labeled (like when you draw it in planning, it says '1m', it's just one tile).
At least I think this is appropriate for the thread. x_x Nearing the 1000 mark for the steam achievement!