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Menkerios

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Mar 19, 2018
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For some reason, mods correcting a broken feature of the game (needs not scaling down for the slower time on a large map) no longer work. The result is prisoners riot constantly because overnight their bowel needs max out.
I'm not sure why the mods don't work since the files are the same, I wonder if the game is even scaling down time at all anymore for large maps?
 
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Wait, really? So needs are based on real time, not ingame time, or how does it work and why do needs go up quicker on slow running prisons? I don't get it.
 
Wait, really? So needs are based on real time, not ingame time, or how does it work and why do needs go up quicker on slow running prisons? I don't get it.

I don't really know the whole thing, but it seems to me that the game uses some fixed ticks systems in the process of calculating needs and all that stuff. In other words, as you said the needs are always based on some "real" time; no matter what type of the prison you have, how big is it and if it has any mutators. And you basically can't play with slow time because of that. The only way to fix it for now is to simply decrease the rate of the needs growth in general (I think I'm explaining it wrong but the main point here is that we can't decrease the needs growth per tick). And this is what workshop basically does.

However, I might be wrong.
 
the way it works is,
1. Time moves slower on different size maps (but not on maps that are small or medium and are expanded to a bigger size.)
This is so that it doesn't take hours in game time to walk across a big prison, but keeps small maps running nice and fast.
in your save game, you can see this up top: "TimeWarpFactor 0.5000000" (that's half speed, for large maps.)

2. For some reason, introversion never adjusted the need timers to match the in game speed. So on a large map, while 3 in game hours have passed, the prisoners are acting as their needs haven't been met for 6 hours. This is why on large maps your cons wake up furious they haven't urinated or showered, even though they were fine before they went to sleep. One of the most annoying aspects of the game, it really kills immersion to have riots every other day because prisoners can't wake up at night and walk 2 feet to the toilet in their cell.

3. There's a great mod by murgh, which basically doubles the timers on all needs. The only catch is needs get written to the prisoners once they check in, so you have to either start with the mod enabled, or use a mod to delete all your prisoners.

As of this update, the mod no longer works properly. You may have noticed other need issues like not getting books from the library to fulfill literacy. The ideal is that Paradox just fixes the whole timing/need thing once and for all, including scaling both up whenever you expand your territory.
 
The ideal is that Paradox just fixes the whole timing/need thing once and for all, including scaling both up whenever you expand your territory.

Totally agree.

I'm having an interesting time playing a huge map that I've set to 0.25 clock speed. I'm having to do a roll call each night, so that my prisoners wake up to use the toilet, plus early breakfast and late dinner, so they don't starve overnight, and some prisoners are using free time to have a nap during the day.
 
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Agreed. It always bothered me dormies pissed on the floor in the morning because their bladder need went through the roof and because both wanted to use the same toilet. One managed, the other(s) didn't.
Never could put my finger on the issue but that is it!