That's funny. I've never had an entire base explode because a prisoner escaped, but the small things can be funny too. Once, I had two people form a relationship, only to break up later that day. I also had two people form a relationship, marry, and break up. Much later, they fell in love again and started the process a second time. Another funny thing that happened recently is that a colonist tore off another colonist's leg during a social fight. Sometimes, they lose fingers or toes in a fight, but an entire leg is unusual. Fortunately, it was late game and I had the fabrication bench, so replacing the lost leg with a superior bionic leg was an easy solution.
It is a good idea to carefully choose the location of the prison. Typically, in the later game when I build a dedicated prison, I build it far away from the storage areas and close to where the colonists tend to congregate, so that it takes less time to work with the prisoners and there are a lot of colonists on hand if the prisoners try to break out. An incident with an escaped prisoner gives me an idea for preventing problems. One time, prisoners broke out, and the colonists inadvertently blinded one of them during the ensuing fight. I was trying to recruit that prisoner, unfortunately. In a colony where a certain level of cruelty is acceptable, performing operations to cripple prisoners could be a way to deal with them. Then, if the prisoners are to be converted to colonists or slaves, bionic parts could be installed to reverse the damage.
I have spent a lot of time in the last couple days playing with the new Ideology expansion. Overall, I like the addition, as it provides a way to vary the game play and it increases the complexity of interpersonal interactions among the colonists. That said, it will likely benefit from some tinkering by the developers, as was the case with the Royalty expansion. In my current game, I started the colonists with an ideology that has an extreme effect on game play. They like trees (causing a potentially severe mood reduction if too many trees are cut down, along with a mood improvement if they walk past a lot of trees), and they like to be underground (allowing them to grow fungus in the caves and enjoy eating fungus and insect meat). Fortunately, a new furniture item is a bonsai pot, allowing them to have their trees even in the caves. They also don't particularly like having other belief systems in the colony, so converting new colonists to this belief system is a priority. One colonist was especially difficult to convert; his traits rendered him particularly stubborn in holding to his beliefs. I have noticed that conversion attempts sometimes cause social fights. Having multiple belief systems present in the colony creates a whole set of new challenges. Some just aren't compatible with others, so even in a community that values thought diversity, it will likely be necessary to convert colonists whose belief systems make them unhappy with the overall lifestyle of the colony. I found that this situation adds challenge to the early game. In the later game, it is easier to improve people's moods by having better food, better surroundings, and numerous recreation options, but even then, some colonists become dangerously unhappy until they are successfully converted.
Post edited July 25, 2021 by heather1348