Prison architect prisons keep stealing gun from guard
Guards will always use their tasers before wielding a baton.All guards come armed with batons which give them a slight advantage over unarmed prisoners, but not against prisoners that are armed or have certain reputation.Hire cost will increase as body armour is unlocked ( $100 per guard).This provides every security staff member with a 50% toughness increase, but a 30% movement penalty. Researching body armour allows all your security staff members, excluding snipers, to obtain a protective stab vest from the armoury. They will not spawn with them after hire. Every new guard you hire will have to go through the same learning process in order to acquire a taser.Each taser, after being deployed, takes a game-hour for it to recharge.After a successful lesson, the guard will become certified and acquire a taser from the armoury to use. The Chief will run these programs in a classroom.
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This program teaches standard guards how to use the tasers. Researching the Taser Rollout program extends the use of the tasers to normal guards instead of just the Armed Guards. For example, having a guard patrol around the perimeters of your walls could deter prisoners from picking up contraband thrown over the prison walls. It allows the player to manually draw out specific routes around crucial areas of your facility. Researching patrols unlocks the patrols sub-tab in the deployment tab. Researching Micromanagement has been researched by the Warden, the deployment view can also be used to schedule when guards patrol/are stationed in those sectors. It allows the player to manually assign guards to all the sectors of your prison, and specify which sectors should be prioritized over others. Researching deployment unlocks its corresponding tab in the main toolbar. The Chief is the administrator responsible for the researching of guard tactics, effective policing and security equipment. Unlike most other staff, guards are up-gradable through security via the bureaucracy menu.