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Prison Architect Cheats

Prison Architect

Cheat Codes:
------------
Submitted by: David K.

Passwords:
----------
Navigate to the Prison Architect save file folder by opening the in-game save menu
and clicking on the link found at the bottom of the Save/Load option. Locate the 
save file you wish to edit, and open it using your preferred text editor. Here you
can search for and edit various parameters as listed below to alter your file; 
it's not a bad idea to back up your save file before trying any of these! 

Password            What it does
-------------------------------------------------------------------------------
Begin Finance #   - Edit # to the desired amount of money you wish to have.
EnableElectricity - Toggle between True or False to set whether or not you need 
                    to place any electrical appliances in your prison.
EnableWater       - Toggle between True or False to set whether or not you need 
                    to place water works in your prison.


Infinite money:
---------------
Start a new game and save it, then exit the game. Use a text editor to edit a 
prison file in the "/app data/local/introversion/Prison architect/Saves" directory.
Search for the word "finance" and you will see value for "balance". Change it any 
desired amount, save, and start the game. Select your edited saved game, and you 
should see the altered balance.


Water not needed:
-----------------
Start a new game and save it, then exit the game. Use a text editor to edit a 
prison file in the "/app data/local/introversion/Prison architect/Saves" directory.
Change the value of the "EnableWater" line from "true" to "false".


Electrical appliances not needed:
---------------------------------
Start a new game and save it, then exit the game. Use a text editor to edit a 
prison file in the "/app data/local/introversion/Prison architect/Saves" directory.
Change the value of the "EnableElectricity" line from "true" to "false". 
Note: This will prevent you from using door servos with the "Water not needed" code.


Easy "Wait And Hope" achievement:
---------------------------------
Attempt this during the campaign. You will always have a large amount of money 
and can delay most objectives as long as desired to have enough time.


Single Cells, or Dorms? What's the Difference?:
-----------------------------------------------
Written by TwistedYarnBall

A getting started guide to prisoner housing options. What do cells and dorms each 
offer, and what is best for you to use in your prison. Based on many hours of 
gameplay deadicated to the persuit of housing options.

-=Single Cells=-
Prisoners privacy need is met, and it seems that most of my single cell guys have 
it fully green most of the time, keeping them a bit calmer and they very, very 
seldom attack guards or workmen entering their cells during lock-up. 
I've yet to have an escape tunnel get very far before being detected in a single 
cell, I'm guessing the game mechanics take into account that one guy digs slower 
than six. 
You get to see the occupants cell quality entitlement, meaning you can ensure 
prisoners are assigned the correct levels and can the add or remove improvement 
objects as needed. I've yet to see any evidence that a prisoner having the correct 
level makes them any more or less well behaved, the only thing it seems to have 
an effect on is not allowing prisoners to have higher than they are entitled to.... 
and my OCD about this 
Of course, they take up much, much more room. 

-=Dorms - (Small)=-
Privacy needs for those who have them are always dropped low, this really makes 
your prisoners pi**ed off. They often attack guards or workmen entering the 
dorms, even when all other needs are met, but this one seems to really get to 
the guys who have this need. 
They seem to dig tunnels much, much faster. I've had 10 escapes so far on my 
current prison by day 30. Six of these were from a 6 man dorm. (never you mind 
the other four.... I may or may not have left a gate unlocked for workmen and 
forgotten to lock it back up, and thre guys may or may not have just walked out 
unquestioned) Even the tunnels I've found coming out of dorms are much longer 
than any I've found from single cells. 
When they do dig their way out, you lose the full dorm of prisoners, not just 
one from a single cell..... I other words, you need to be on high alert for 
tunnels. I try to remember to do a full toilet search every 2-3 game days in 
4-6 man dorm wings. This is doing a good job of keeping would-be ecapists under 
control. mega-dorms will likely need daily searches, and I don't know as yet if 
you would lose all cell occupants - in my case 56 - I'm going to allow them the 
chance to dig out at a later time and see if they all make a run for it together 
Prisoners fight in their cells. Then the guards run in to sort it out and they 
end up being attacked. If you are running a punishment-heavy prison with lots 
of angry prisoners, this often gets out of control FAST. The prisoners who were 
not fighting can take the change to leg it out the jail door and then riot in 
the main body of the jail, while the guard is being beaten up by the prisoners 
who were fighting. You NEED to make sure you have guard patrols in dorm wings 
to stop this happening. 
I have tried to observe various security levels and reputaions to see if they 
have an effect on negative in-dorm behaviour. It seems they do. When having a 
mixed security dorm wing, the dorms that contained 1 or 2 high security prisoners 
were always resulting in fights, but the med security only dorms had this happen 
much less - but they do still fight. Those with negative reps also seem to cause 
dorm problems much more often. Some prisoners just are not suited to dorm life 
and will cause no end of trouble for you to combat. 
If you haven't gotten and C.I's yet... prepare for all your snitches and ex-law 
enforcement to snuff it pretty sharpish. Not even their cells are safe for them. 
You need to find these guys fast when using dorms. Go put a bunch of guys in 
solitary and get some C.I's .... lots of C.I's; you'll need them if you want 
to avoid too many D.I.C's. 
The huge bonus being you can cram so many more prisoners into such a small space 
to generate that revenue. If you're willing to add the extra security to your 
prison to combat the dorm problems then they are far superior IMO. You just 
have to be well aware of the goings-on of your prisoners. Perhaps try to have 
low-med security in dorms, with high-super in cells. 

-=Dorms - (Large)=-
It's worth a note that I've only fully played with four and six capacity dorms 
so far, I've just built two 56 capacity ones that are slowly filling up, will 
update if I find any effects of these mega-dorms.

The first and most annoying thing I've found with these, when they are first 
built they, of course, have no occupants (giving you the extra 3x quailty rating 
of 12 squares per prisoner), and the chairs/showers/TVs ect all meet the quota 
for 1x object per X prisoners. This means you get all the improvement items and
 your mega-dorm will have a very high cell quality rating, that will drop down 
when it gets some prisoners living in it.... but you can't assign any prisoners 
too it because all avalible cells are too high a quality for new receptions. 
The only way I've found to combat this is to turn off the cell quality assignment 
settings until the dorms are full and drop back down to a lower rating. This 
however messes up the rest of your prison as prisoners get assigned the wrong 
cells by the guards, that then have to be reassigned after you've filled your 
mega-dorms and turned on the cell ratings setting again. That thing I mentioned
before about entitlement/quality.... now you have to go over your whole prison 
and figure where everyone's been moved to and fix it all again......... 
hella annoying.


Infinite Money Cheat:
---------------------
Follow these steps:

* Start the game, then simply navigate your way to the main menu to select the Open Saves Folder.
It is possible to navigate to the folder out of the game. The file directory using Windows is:
C:\Users\%username%\AppData\Local\Introversion\Prison Architect\saves

(This cheat is now broken) Not broken, change the “2nd” Balance in the file, not the first.



How to Deal with The Mentally Insane Inmates:
---------------------------------------------
Written by Alexander23452233

This guide is going to explain and help you deal with the new class of Mentally Insane 
Inmates in Prison Architect that are included in the Physc Ward DLC. I will also be explaining 
new functions the DLC provides as well as some information to help you really understand what 
this DLC has to offer.

-=Mentally Insane Inmates Type=-
Mentally Insane Inmates are well Insane to be real there going to set your prison ablaze, 
kill people, start riots, burn more stuff, bring stuff to places where they shouldn't be, kill 
more people, and so on. Basically Mentally Insane Inmates do crazy stuff, oh my god oh who w
ould have thought, if you don't properly care or pay good attention to them.

-=How to Prepare for and Receive Mentally Insane Inmates=-
Preparing for Mentally Insane Inmates

For one your going to need a different type of cell blocks known as padded cells. This is an 
absolute requirement according to the game to even get Mentally Insane Inmates to begin with. 
Next your going to need to get a warden and research "orderlies" I'm going to note this and 
note this now regular guards cannot handle or cannot do anything with mentally insane inmates 
heck the guards can't even touch the mentally insane inmates. The only staff that can handle 
and deal with the Mentally Insane inmates is orderlies and if you don't have any orderlies 
and you bring mentally insane inmates to your prison then that's on you sadly just make sure 
you have orderlies. To further prepare for Mentally Insane inmates your going to need to get 
Physc staff so you can do mental rehabilitation programs to make the Mentally Insane inmates 
less insane. Trust me your going to need this type of staff or the Mentally Insane will make 
the prison go in chaos easily. The point of getting these Physc Staff is to deal with the 
Mentally Insane Inmates insanity and control them while making them less insane. If you are 
doing a prison that holds both normal and Mentally Insane Inmates make sure you get a separate 
cell block that separates Normal and Mentally Insane inmates.

-=Receiving Mentally Insane Inmates=-
Now there is a plus side to getting Insane Inmates for one its a big pay out from these 
inmates so expect that but apart from that that's legit the only positive thing about getting 
Insane Inmates.When you receive Insane inmates keep a eye on them and make sure there not 
ready to tear your work of a prison down. Cause they wont fluffing hesitate to burn your 
prison to its foundation.Once you get Mentally insane Inmates there is no going back for 
normal inmates. Well I mean you'll still get normal inmates but you'll also have mentally 
insane Inmates. Who would have known?

-=Mentally Insane Inmates Insanity System=-
The Mentally Insane Inmates type has a icon of three bars floating above them at all times. 
That bar shows there insanity and you want that low as possible. The first bar is low class 
insanity, during this bar the inmate has a low chance of doing anything terrible and generally 
wont struggle or really do insane stuff like oh I don't know burning your whole prison down 
after you worked four hours on it. The second bar is where things get heated at this point the 
inmate might start to do moderately crazy things, might start ignoring the regime such as 
lights out or yard time, and this is the point of insanity where they can kill and potentially 
just walk out of your prison provided you don't have the resources to keep them in, such as 
sniper towers or deployment zones. The last and third bar is a Mentally Insane Prisoners max 
insanity they will do crazy stuff such as burning your prison down, killing more staff and 
prisoners, breaking things,and they'll just be a night mare to your prison if you don't do 
sessions with them as these things I listed have the highest chance of happening rate. All 
you have to do to keep the Mentally Insane Inmates under control is that you must try to 
keep there insanity bars or lower it below two bars.

-=Some Notes about the DLC and Tips=-
Notes about the DLC itself

The Physc Ward DLC Offers new building customization's and much more as well as you being able 
to select a type of K-9, I personally like how they added cats as a K-9 option, it allows for 
more variety and allows you to be you. It also includes two new wardens for the game as well 
as changes some things about the game. For one if your prisoner conditions are bad enough 
normal prisoners can turn insane and you wont be prepared to deal with them, which is oh 
god no, so keep your prison well ran. Two you can really expand on the outdoor prison idea 
with the fence doors that are included in this. Three if your a cat person there is that 
addition I mentioned earlier of you able to select cats as a type of K-9.

-=Tips=-
* Mentally Insane Inmates can partake in reformative programs, I have personally seen Mentally 
  Insane inmates pass these programs as going so far to see one pass the General Education Program.
* Mentally Insane Inmates can be paroled just like normal Inmates however there determined 
  differently unlike normal prisoner paroles.
* Mentally Insane Inmates can have jobs just like normal Inmates so keep in mind if your going 
  to assign prisoners to a cleaning cupboard, which I note has toxins, or the kitchen, which 
 food can be "changed" by Mentally Insane inmates.
* Sometimes Mentally Insane inmates will bring stuff from places like the shop or library to 
  random rooms and set these objects in the middle of the floor. Its recommended that you 
  punish them yourself as the orderlies nor the guards are gonna do nothing about it nor is 
  anyone gonna touch any of the objects so just as well throw that stuff in the middle floor 
  away.
* If combining normal Inmates and Mentally Insane Inmates in the same prison make sure you 
  have separate areas for both these classes such as where they eat and what they do.

-=Conclusion=-
So there you go, you should now know and better understand how to Deal with The Mentally 
Insane Inmates and what you should do in order to keep an eye on them as well as control 
them.




How to Start Multiple Gang Members (Escape Mode):
-------------------------------------------------
Written by matthewd3911.

How to start with multiple people in escape mode. Requires minimal effort and is effective.

-=How-to Guide=-
First set up escape mode. (You should know how to do this. If you don’t, go to extras in 
the menu and click escape mode, then click a prison save file.) Once your prisoner has 
loaded onto the map, go back to the menu and save the escape attempt.

Finally, press escape mode in the menu after going to extras and click on the save for 
the escape you want to duplicate a prisoner in (it must be the save you were already using 
first (to save)). (If you want to drive people insane, go to names in the game and use the 
"this is me" button on one of the prisoners.

Your friends will go insane.) You may do this as many times as you like. 
Note that this does still increase rep cost for more members.
 
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