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You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.
 
You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.
  
{| class="wikitable" align="right"
 
|+ Test Samples (12 per type)
 
! Type !! Escapees !! Trials (out of 12)
 
|-
 
| Barracks || 6/6 || '''11'''
 
|-
 
| Barracks || 5/6 || '''1'''
 
|-
 
| Cells || 6/6 || '''1'''
 
|-
 
| Cells || 5/6 || '''0'''
 
|-
 
| Cells || 4/6 || '''2'''
 
|-
 
| Cells || 3/6 || '''4'''
 
|-
 
| Cells || 2/6 || '''4'''
 
|-
 
| Cells || 1/6 || '''1'''
 
|}
 
 
==== Prison cells ====
 
==== Prison cells ====
  
Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks.  
+
Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.
  
If a prison break occurs in a prison barracks, there is an extremely high chance that all prisoners in the room will attempt to escape. On rare occasions, some prisoners may decide not break out with the others. If a prison break is triggered by a prisoner in a prison cell, the number of prisoners that will attempt to break out appears to be on a bell curve towards 50% (refer to table).
+
Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment. Adding recreation items helps their mood, and something as simple as a [[horseshoes pin]] can be used indoors if there is room (6 tiles), even over chairs and tables.
 
 
Each prisoner has a prison break interval. Prisoners with genes have a reduced interval while prisoners with low movement speed have their interval increased. It only takes one prisoner with a decreased interval to trigger prison breaks more often. Normally prison barracks would be used when holding greater numbers of prisoners, however prison breaks are far more dangerous in this scenario. While the prison break interval would be the same with either prison type, the amount of prisoners escaping will always be lower when prisoners are held in prison cells.
 
 
 
Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment.  
 
  
 
Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.  Multiple doors will slow down any tasks in that area, but will also slow down jailbreaks.
 
Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.  Multiple doors will slow down any tasks in that area, but will also slow down jailbreaks.

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