To avoid tunnel escapes dog patrols can be used to find tunnels locations and cell block searches to find the entrances. Tunnels will take the fastest route outside the prisons outer wall at which point the prisoner or prisoners whose cells connect to the tunnel will run to freedom. These tunnels grow exponentially quicker when they dig through large water pipes, or the prisoner has a contraband in the 'tool' category.
Prisoners will attempt to escape their cells regularly using tunnels that originate under the cell toilet. These Example designs fill every prisoner need apart from hunger and freedom which cannot be derived from any cell designs. Larger cells can limit the amount of prisoners that can be contained within your prison, but extending to a 3X3 space can allow for almost the full range of entertainment items and eliminate the need for most other entertainment sources such as the Yard and Common Room. The minimum size of a cell is 2X3 and several basic (with only the bare minimum bed and toilet) and advanced(with two or more entertainment items added to increase happiness)designs exist around that size. Regular Cells are very similar except they can only house a single prisoner. Every prisoner caught with contraband is fined a small fee to not disappear forever, and you make a small profit from reselling the items recovered. You prefer to call them unlisted services. Saphara Acknova - Corruption is a nasty word. Prisoners respond with a 25% drop in prison temperature. Either way you’ve found zen in the universe and don’t get riled up by anything. The Pacifier - You might be naturally calm, or simple. Guard Dogs have a 50% chance to uncover tunnels they detect. As such, you know a tunnel when you see one. Periwinkle - Years of service in Vietnam led to years of suffering in a POW camp deep in Vietcong territory. Remember to feed the office gimp once a week. All prisoners with the Stoic and Fearless traits have the effects of that trait diminished, and all prisoners are suppressed twice as fast. You love the feeling of crushing prisoners under your autocratic heel. Who wants to house dangerous prisoners anyway? It’s just unprofitable. All prisoners arriving at your prison have half the chance of possessing Violent, Lethal, or Deadly traits. The Lobbyist - You run the prison for profit and bribe whoever you need to in pursuit of lower risks. A simple worker looking to live a simple life. You do your job and pick up your paycheck. The Warden - The default warden with no special bonus or abilities. There are a total of 6 wardens to choose from: This warden will represent your omnipotent character and comes with a variety of bonuses depending on the warden. At the start of your prisons life, before you even place the first foundation or wall, you will have to choose a warden.