![]() Overusing our search engine with a very large number of searches in a very short amount of time.Using a badly configured (or badly written) browser add-on for blocking content.Running a "scraper" or "downloader" program that either does not identify itself or uses fake headers to elude detection.Using a script or add-on that scans GameFAQs for box and screen images (such as an emulator front-end), while overloading our search engine.There is no official GameFAQs app, and we do not support nor have any contact with the makers of these unofficial apps. Continued use of these apps may cause your IP to be blocked indefinitely. This triggers our anti-spambot measures, which are designed to stop automated systems from flooding the site with traffic. Some unofficial phone apps appear to be using GameFAQs as a back-end, but they do not behave like a real web browser does.Using GameFAQs regularly with these browsers can cause temporary and even permanent IP blocks due to these additional requests. If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: ![]() Silly, but hey, when you push a sim game to the limits, it almost always turns silly.Your IP address has been temporarily blocked due to a large number of HTTP requests. But a perimeter wall and nightly search probably keeps the escapes under control. The only limiting factor on dormitory size, besides absurdity, is escapes. Big dormitories have basically zero overhead. The bigger they are, the more efficient they get, since the usable space grows with the area but the overhead only grows with the perimeter. But since the main use of small cells is for maximum density, they don't have much use, unless your space is constrained in an odd way.īut while individual cells are pretty consistent in terms of overhead per usable space, dormitories aren't. They're more efficient than 1x3 in terms of walls per square of space, but less efficient in terms of how many you can jam into an unconstrained area. So even though 1x3 cells are half as big for the prisoner, they're 2/3 as big for the architect (the difference is even less when you factor in hall space), and as a result I tend to not use a lot of them.Ģx2 cells are different. A 2x3 cell is 9 squares of overhead for 6 squares of usable space. Discounting the shared wall (charged to the previous cell in the block), a 1x3 cell is 7 squares of overhead for 3 squares of usable space, not counting hallways, which adds at least 1 more square of overhead. not shared with the previously built cell). A 1x3 cell is actually 3x5 (15 squares) on the map, and all but 3 or 5 (depending on alignment) of those squares are marginal cost (i.e. Although 1x3 cells have fewer floor squares per prisoner (3) than dormitories (4), they require much more wall space. ![]() Essentially, the determining factor on space efficiency is how much space you devote to walls and halls, which in terms of capacity, is just wasted space.
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