


Right now it’s hard-coded that workmen build everything, so they’re the ones heading to the vegetable patch instead of gardeners. Of course, they’ll need to take part in the (new) Horticulture reform programme first! The alpha video shows a test mod created which adds in the “Vegetable Patch” area this requires a (new) bit of unlocked technology, but it adds in a new outdoor room and allows you to have prisoners grow vegetables that can then be cooked in the kitchen via the (new) preparation table. Previously, the modding community could only really edit what was already in the game, but now you’ll be able to add your own bits and pieces. Most of the month has been devoted to mods, which is a rather sizeable thing. Oddly, this isn’t the biggest change to Prison Architect this month.

On the other hand, if you cherry-pick and let some dreadful things go on, while only acting on certain bits and pieces, you can keep them uncertain and keep your snitch alive. It’s the old counter-intelligence problem: if you act on every piece of information you have, you’re going to stop getting information. However, every action you take will raise the suspicion the other prisoners have of your snitch, and they’ll eventually turn on him and beat him to death. Who’s got the drugs? Who’s pinched a drill? Who’s arranged for booze to be thrown over the walls? Etc. Once they’re recruited, you can activate them at any time to bring them to the security office, at which point you can find out a fair bit about what’s going on in the prison.

A prisoner who’s under sufficient duress (like a recovering addict, or someone sentenced to solitary for awhile) can be recruited as a CI in exchange for, say, letting them out of solitary a bit sooner. Snitches – or “confidential informants”, if you want to be fancy – let you find out what’s going on in your prison, on the down-low. Psst: I’ve heard on the down-low that Introversion have added snitches to Prison Architect, and made mods more powerful.
