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Random incidents, disasters and challenges are an optional feature for sandbox games. These can be activated when you first create a new prison by selecting the "Events" option. Once activated, Events will occur during your game, making the game more difficult and unpredictable.

There are a load of different events which will happen randomly, however, they will not occur during riots or if you have less than 50 prisoners on site. Events are less likely if there have been deaths and/or escapes recently.

Be warned! Sometimes, rarely, more then one event may occur at once.

Some events have an extreme version, which is very rare, and much more severe.

You will get phone calls informing you about the events happening.

Power Station Fire Edit

Your Power Station catches fire. Can only occur if your power station is overloaded.

  • Extreme version: Your power station explodes, damaging buildings/equipment/people nearby and completely removing the power station.

Kitchen Fire Edit

A cooker in the kitchen catches fire. This can cause havoc with your mealtime arrangements.

Damage can be minimized by building sprinklers in and near the kitchen. 

Water Pipe Burst Edit

A water pipe bursts and floods the area with water.

Replace the pipe in order to stop the water from spreading around.

A way to stop it is to add pipe valves so you can shut it off to prevent any further damages.

Bulk Intake Edit

A random number of prisoners (between 25 and 40) will be transferred into your facility from another prison within the next hour.

This will not happen to small prisons with less than 100 prisoners.

  • Extreme version: All of the prisoners belong to the same gang, which will make things excruciatingly difficult.

Workshop Accident Edit

A prisoner injures himself on the equipment in the workshop, and requires medical attention. 

Prisoners injured this way get the "Bleeding" status effect, and will slowly bleed out if left untreated. 

Subsidence Edit

A random section of your wall or fence collapses.

If you're unlucky, it might allow prisoners a straight shot at freedom. The threat of an escape following this event can be reduced by always building double outer walls and quickly limiting access to any exposed areas of your prison, until the wall is rebuilt.

Virus Edit

Several prisoners come down with a highly contagious virus. The virus will spread to nearby inmates, so try to isolate them (e.g. by putting them into solitary/lockdown). Prisoners suffering from this virus will look sickly, move slowly, and vomit a lot. Some will fall unconscious. 

Your guards will try to take confirmed cases to the infirmary to be cured. Some inmates will go to the infirmary themselves, but only when they are let out their cells. It is recommended to call the paramedics because they will walk around the prison healing the infected.

The infected will also show prisoners an unhealthy skin color, you can find out the number infected by looking at your to-do list.

Extreme version: Some prisoners will eventually die from the virus if left untreated.

If you have NOT ENABLED failure conditions and you do not care about the number of deaths in your prison then you could isolated every infected person, lock their doors and let them starve to death. If failure conditions are enabled and many people are dying, this could lead to you being fired.

Federal Witness Court Date (aka: Mass Assassination) Edit

You discover that several inmates at your prison (between 7 and 10) are federal witnesses in an upcoming prosecution. Unfortunately, somebody has put a price on their heads and they will all be assassinated in the next few hours. 

Find out who they are (using your Confidential Informants), and get them moved to Protective Custody. Once the timer in the to-do list hits zero, they will all leave the prison to attend the court hearing, and will not return (most likely living out their lives in federal witness protection, holding their breath every time they start their cars).

Be aware that allowing too many deaths is a failure condition in the sandbox game, and this event will still count towards that.

City Mayor Demands Edit

The Mayor is under political pressure to appear to be doing the right thing. He will from time to time phone you and demand certain changes to your prison, in the public interest. 

The demand is always temporary - after a few days, things return to normal. However, failure to comply will result in a heavy fine.


  • TV Removal: Due to public pressure, all TVs must be removed. ($10,000 fine)
  • Weights Removal: Due to public pressure, all Weights Benches must be removed. ($10,000 fine)
  • Less Food: Provide smaller meals with less variety, to try to save on costs. ($5,000 fine) (every 3 hours of non-compliance)
  • Remove Visitation: For security reasons, all visitation must be halted, meaning that all visitation rooms have to be removed. ($20,000 fine)

Prisoner Demands Edit

From time to time the prisoners in your facility become so frustrated that they demand changes. 

It's your choice to comply or not, but the prisoners will not be happy if you refuse, possibly resulting in violence. However, if you comply fast, prisoners might get inclined to raise their next demand soon.


  • Less Work: Prisoners wish to work for fewer hours during the day.
  • More Sleep: Prisoners want longer to sleep at night.
  • More Free Time: Prisoners want more free time during the day.

Objective: Preacher Conversion (aka: Prisoner Evangelist) Edit

"One of our more charismatic inmates has become something of a religious evangelist, and others seem to be coming around to their way of thinking. Not necessarily a problem, but our prisoners may soon have more spiritual needs."

Build more chapels, make sure they have plenty of pews and prayer mats.

Contraband Surge Edit

This event is unique as when the event starts, the player is not notified right away. A teacher who comes into the prison for reform brings in contraband of all kinds. The game will not notify you until a few hours after it happens in game.

When the game notifies you, The Chief calls and tells you this:

"We've just discovered that one of the teachers we bring in for inmates classes has been smuggling in huge amounts of contraband. They've been fired, but the damage has been done at this point."

The key part of this event is to find out if it's happening. All the main clues are in the intelligence tab.

  • In the Supply and Demand part of the intelligence tab, the demand for all four types of contraband will oddly be demanded to the max.
  • In the Dangers part of intelligence, a classroom will have tons of different contraband shown there, even though classrooms have NO contraband.

Once you know which classroom is the source of contraband, the second part is stopping and/or negating the effects. When you find out, de-zoning the classroom and re-zoning it gets rid of the source of contraband (according to Intelligence). If you want to be extra sure, or you got notified after a class, you can search all prisoners who attend class in that specific classroom, though other inmates not in the class still steal contraband.

Note that contraband ranges from all kinds, but the teacher WON'T bring keys, ranged weapons, axes, or shovels.

(As of v2preview, during the event the To-do list will say "objective_Contrabandsurge", making it pretty obvious when it's going on.)

Keyser Soze Edit

The Chief will inform you that one of your minimum-security prisoners has been revealed to actually be an extremely dangerous gang leader.

This will strip the traits from one of your minimum-security prisoners and give them an additional sentence, Legendary, and every dangerous trait in the book. They will NOT be added to any of the three gangs--which is good, because they won't recruit people or react to gang conditions--but will still immediately become a massive threat.

Agitiating Radio Brodcasts Edit

"Agitiating Radio Brodcasts": "The current radio broadcasts are getting our inmates rieled up". The Chief calls you and tells you: " According to some of our Guards, a new radio host on the station the prisoners listen to has been saying a lot of things that are riling the inmates up." "It might be worth removing the radios for the time being, unless they start to take what he's saying seriously." It appers that every prisoner in the same room as a radio get's the riled up status effect. It is belived to lasts for 72 hours after which the Radio host changes.

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