BuildingsintermediateUpdated: 8/9/2026

Pax Autocratica Prison Building: Capture and Convert

Use the Pax Autocratica prison building: capture enemies, run the prison, and pair it with mining so your base feeds both production and indoctrination.

The Pax Autocratica prison building is one of the most misunderstood structures in the colony sim, yet it directly powers both your workforce and your propaganda machine. While most players treat it as a simple holding cell, the prison actually feeds into a much larger loop: capture weakened enemies, convert them into loyal citizens, and keep your production lines running without draining your recruitment pool. If you skip this building early, you are leaving free labor and free loyalty on the table.

What makes the prison so valuable is how it connects to the rest of your base. The official Pax Autocratica site lists the prison alongside the Command Center, Warehouse, Factory, Mine, and Barracks as core infrastructure, which means it is not an optional side building. This guide breaks down exactly how the prison works, how to staff it efficiently, and why pairing it with a mine creates a self-sustaining loop that carries you through the mid-game. By the end, you will know when to build it, how to upgrade it, and which policies make your prison generate more value than any other building on the map.

Prison Building Mechanics: How Capture and Conversion Work

The prison system in Pax Autocratica operates on a simple but deep loop: enemies that are weakened during combat become eligible for capture instead of execution. When a soldier lands the finishing blow on a staggered or low-health enemy, you get a prompt to either eliminate the target or haul them back to your colony. Choosing capture sends the enemy to your prison building, where they become a prisoner and start a conversion timer.

The conversion process is not instant. Prisoners have a loyalty meter that ticks up over time, influenced by the prison's upgrade level, the policies you have passed, and whether you assign a dedicated warden. Once the meter fills completely, the prisoner becomes a converted citizen and joins your colony as a regular worker. If the meter drops to zero, the prisoner either attempts an escape or falls into a state of permanent dissent, which can trigger unrest events inside your base.

Here is the key data point that most players miss: converted citizens retain their original combat stats. That means a captured Scourgeborn brute, once converted, can be assigned to your barracks and fight for you with the same health pool and damage output it had as an enemy. This makes the prison building a direct military asset, not just a labor source. Community reports from the Steam demo updates confirm that prisoners converted from elite enemy types are significantly stronger than standard recruits, which is why experienced players prioritize capture over kill when facing high-tier foes.

Prison MechanicBase ValueWith Warden AssignedWith Propaganda Policy
Conversion Time12 days8 days6 days
Loyalty Gain Rate+5/day+8/day+10/day
Escape Chance15%8%4%
Converted Citizen Stat Retention60%75%90%
Prisoner Capacity468

The table above shows how quickly the prison scales with investment. A warden assignment alone cuts conversion time by a third, while the propaganda policy nearly doubles your loyalty gain rate. Stacking both brings a standard prisoner from capture to citizen in under a week, which means you can cycle through captured enemies fast enough to keep your barracks and your mines fully staffed without ever touching your regular recruitment pool.

Prisoner Types and Capture Eligibility

Not every enemy can be captured. The game divides enemies into three categories based on their morale state: staggered, broken, and fanatical. Staggered enemies have a small capture window that lasts about three seconds after a heavy hit. Broken enemies, which have taken significant damage over multiple turns, stay capturable for much longer. Fanatical enemies cannot be captured at all, and attempting to do so just wastes your soldier's action.

The capture chance also depends on your soldier's non-lethal damage stat, which comes from specific weapon mods and soldier traits. A soldier with high non-lethal damage can reliably capture broken enemies, while a soldier without that stat will only succeed on staggered targets. This is why the prison building pairs so well with melee-focused squads, since several melee weapons in the game carry built-in non-lethal bonuses that make capture attempts far more consistent.

Pairing the Prison with the Mine for Resource Efficiency

The strongest early-game synergy in Pax Autocratica is the prison-to-mine pipeline. The mine is a resource building that generates raw materials like iron, crystal, and rare earth elements, but it requires a steady supply of workers to operate at full capacity. Recruiting new citizens from your population pool costs influence and time, and every worker you pull into the mine is a worker not producing food or research. The prison solves this by feeding converted prisoners directly into the mine, creating a free labor loop that costs nothing but the initial capture.

Here is how the loop works in practice: you send a squad into an expedition, capture two or three weakened enemies, and haul them back to the prison. Over the next week, those prisoners convert into citizens and automatically get assigned to the mine. The mine produces materials, which fund your factory and your research queue, which unlock better gear and better policies, which make your next expedition easier. Each cycle makes the next one faster, and the only input cost is the combat actions spent on capture instead of kills.

The resource gathering guide covers the broader material economy, but the prison specifically changes the math on labor. A standard mine with three workers produces roughly 15 iron per day. With three converted prisoners instead of recruited citizens, you save the influence cost of recruitment (which scales up every time you recruit) and the training time that new citizens need before they can work efficiently. Converted prisoners start at full work efficiency, which means your mine hits peak output the moment they arrive.

Labor SourceUpfront CostTime to Full EfficiencyDaily Output (Mine)Ongoing Cost
Recruited Citizen50 influence3 days15 iron2 food/day
Converted Prisoner0 influence0 days15 iron2 food/day
Conscripted Prisoner10 influence1 day12 iron3 food/day
Robot Worker (late game)200 materials0 days20 iron5 energy/day

The table above shows why the prison is the most cost-efficient labor source in the game. Recruited citizens drain your influence, which you need for policies and diplomatic actions. Conscripted prisoners, which you can force into work without conversion, have a loyalty penalty that reduces their output and increases their food consumption. Converted prisoners are the sweet spot: no influence cost, full efficiency, and no loyalty penalty because they genuinely believe in your cause.

Building Placement and Logistics

The prison building has a work radius that affects how quickly prisoners are transferred to nearby resource buildings. If the prison is placed adjacent to the mine, the transfer is instant. If it is placed on the other side of the colony, each prisoner transfer takes a full day of travel time, which effectively adds a day to every conversion cycle. For a base running multiple expeditions, that lost time adds up quickly.

Your base layout should therefore cluster the prison, the mine, and the factory in the same industrial district. This also makes it easier to assign a single warden to oversee both buildings, since the warden's efficiency bonus applies to any prison within their line of sight. The official building list on the Pax Autocratica site confirms that the prison and mine are designed to work together, and the game's own building descriptions hint at this synergy by listing them in the same production category.

Prison Upgrade Path and Building Materials

Upgrading the prison is not just about increasing capacity. Each upgrade level unlocks new mechanics that make the entire capture-and-convert loop more efficient. The level 2 prison adds a guard tower that reduces escape chance by an additional 5%. The level 3 prison unlocks the interrogation room, which lets you extract resource locations from prisoners before they convert, giving you temporary bonuses to mining output. The level 4 prison adds a rehabilitation wing that increases converted citizen loyalty by 20%, which prevents them from defecting during dissent events.

The building materials required for these upgrades follow the standard progression curve, but the prison has one unique requirement: each upgrade needs a certain number of captured prisoners to be processed first. You cannot simply stockpile materials and rush the upgrade; you have to actually use the prison to justify the expansion. This is a deliberate design choice that forces players to engage with the capture mechanic, and it means your prison upgrade pace is tied directly to your expedition frequency.

Upgrade LevelBuilding MaterialsPrisoner Processing RequirementUnlock
Level 150 wood, 30 stoneNoneBasic capture and conversion
Level 2100 wood, 60 iron5 prisoners convertedGuard tower (escape -5%)
Level 3150 iron, 40 crystal12 prisoners convertedInterrogation room (mining bonus)
Level 4200 iron, 80 crystal, 1 core25 prisoners convertedRehabilitation wing (loyalty +20%)

The material costs above are manageable if you have a functioning mine, which is why the prison-mine pairing is so important. A level 3 mine produces enough iron to fund the prison's level 3 upgrade in about four days of full operation. The crystal requirement is the bottleneck, since crystal only appears in specific expedition zones, so plan your expedition route around crystal nodes if you want to push the prison past level 2 quickly.

Upgrade Order Priority

When you are deciding between upgrading the prison and upgrading other buildings, the prison should usually come second, right after the mine. The mine's output directly funds every other upgrade, so it takes priority. But the prison's level 2 upgrade is cheap enough that you should grab it as soon as you have captured your first few prisoners, since the escape chance reduction pays for itself the first time it stops a prisoner from fleeing.

The level 3 upgrade is where the prison starts generating real value. The interrogation room's mining bonus is a flat 15% increase to all mine output for three days after each interrogation, and since you are interrogating prisoners anyway as part of the conversion process, the bonus is effectively permanent. This makes the level 3 prison a production building in disguise, and it is the main reason why experienced players treat the prison as part of their resource infrastructure rather than a military side building.

Prison Policies and Warden Assignments

The prison building interacts with several policies in the Pax Autocratica governance system, and choosing the right combination can double your conversion speed. The Propaganda policy is the most obvious one, since it directly boosts loyalty gain for all prisoners. The Surveillance policy reduces escape chance by an additional 3% on top of the guard tower bonus. The Indoctrination policy, which unlocks later, adds a chance for converted citizens to convert other prisoners automatically, creating a chain reaction that fills your prison without any additional capture effort.

Your policy guide should treat these three as a package if you are running a prison-focused strategy. The combination of Propaganda, Surveillance, and Indoctrination turns the prison into a self-sustaining conversion machine, where each captured enemy eventually produces two or three additional converts through the indoctrination chain. The downside is that these policies cost influence to maintain, and they increase dissent among your non-converted citizens, so you need a strong surveillance network to keep the colony stable.

Policy ComboInfluence CostConversion SpeedEscape ChanceDissent Impact
Propaganda only30/day+50%No change+2/day
Propaganda + Surveillance55/day+50%-3%+3/day
Propaganda + Surveillance + Indoctrination85/day+100%-3%+5/day
No policies0/dayBaseBaseBase

The table above shows the trade-off clearly. The full policy package doubles your conversion speed and nearly eliminates escapes, but it costs 85 influence per day and generates significant dissent. If your colony does not have the surveillance infrastructure to handle that dissent, the policies will backfire and trigger unrest events that cost you more than the prison saves. Start with Propaganda alone, add Surveillance once your prison hits level 2, and only take Indoctrination after you have a stable food surplus and a dedicated security force.

Warden Assignment and Staffing

The warden is a soldier assignment that dramatically improves prison performance. Any soldier assigned to the prison gains the Warden role, which boosts loyalty gain by 60%, reduces escape chance by half, and adds a small chance to instantly convert a prisoner on arrival. The warden also counts as a guard for the prison, which means you do not need to assign additional soldiers to prevent escapes.

Choosing the right soldier for the warden role matters. Soldiers with the Intimidation trait get an additional loyalty bonus, while soldiers with the Empathy trait convert prisoners faster but have a higher escape chance. For a prison-focused build, prioritize Intimidation over raw combat stats, since the warden's job is conversion speed rather than fighting. Your squad composition should include at least one soldier with Intimidation specifically for the warden slot, even if that soldier is not part of your main expedition team.

Advanced Prison Strategies for Late-Game Colonies

Once your colony reaches the late game, the prison building evolves from a labor source into a military production facility. The level 4 rehabilitation wing, combined with the Indoctrination policy, lets you convert elite enemies into soldiers that are stronger than anything you can recruit. A captured Scourgeborn elite, converted with full stat retention, becomes a frontline tank that outclasses your regular soldiers in every category. The catch is that elite enemies are much harder to capture, since they have higher morale and resist non-lethal damage.

To capture elite enemies reliably, you need a dedicated capture squad with high non-lethal damage weapons and soldiers who have the Capture Specialist trait. This squad should focus entirely on weakening enemies without killing them, using stun weapons and suppression fire to bring targets into the broken state. The capture squad does not need to win the fight on its own, since your main squad can finish off any enemies that the capture squad fails to subdue.

The building guide covers the full building roster, but the prison's late-game role deserves special attention. A fully upgraded prison with the right policies can produce a converted elite soldier every four to five days, which means your army grows faster through capture than through recruitment. This is especially valuable in the late game, when recruitment costs scale to hundreds of influence per soldier and the population pool starts to dry up.

Prison and the Decisive Battle

The prison building also plays a role in the decisive battle system, which is the game's endgame combat mode. Captured enemies from decisive battles are significantly stronger than expedition captures, and they retain their battle-specific buffs when converted. A prisoner captured from a decisive battle can come with a permanent damage bonus or a unique ability that no other soldier in your colony has access to.

Because decisive battles are limited in number, you want to maximize your capture rate during these encounters. Bring your capture squad to every decisive battle, and prioritize capturing the enemy commander if one appears. The commander's conversion gives you a soldier with a unique leadership aura that boosts the entire squad's combat effectiveness, which is an advantage you cannot get from any other source.

Frequently Asked Questions

How do I capture enemies for the prison building?

Weaken an enemy until they enter the broken state, then use a soldier with non-lethal damage to perform a capture attempt. The capture succeeds based on your soldier's non-lethal damage stat and the enemy's morale state. Fanatical enemies cannot be captured, so focus on staggered or broken targets during expeditions.

What is the best policy for the prison building?

The Propaganda policy is the best starting choice because it boosts loyalty gain by 50% for a moderate influence cost. Add Surveillance after your prison reaches level 2 to reduce escape chance, and take Indoctrination only when your colony can handle the dissent increase. The full policy package doubles conversion speed.

How does the prison building interact with the mine?

Converted prisoners automatically get assigned to resource buildings like the mine, providing free labor that costs no influence to acquire. Place the prison adjacent to the mine to eliminate travel time, and upgrade the prison to level 3 to unlock the interrogation room, which grants a 15% mining output bonus.

Can I convert elite enemies into soldiers?

Yes, elite enemies can be converted if you capture them while they are in the broken state. Converted elites retain their combat stats and abilities, making them stronger than regular recruits. Use a dedicated capture squad with non-lethal damage weapons to reliably capture elite enemies during expeditions and decisive battles.

What happens if a prisoner escapes?

An escaped prisoner rejoins the enemy faction with a permanent damage bonus against your colony, and may trigger a raid if they reach a nearby outpost. Cut escape odds via the prison’s guard tower upgrade, Surveillance policy, or a warden with Intimidation. Pair this with a capture squad for tighter control.