+
+
+
diff --git a/ROADMAP.md b/ROADMAP.md
index 7699991..5e02dec 100644
--- a/ROADMAP.md
+++ b/ROADMAP.md
@@ -4,14 +4,20 @@ A set of RimWorld mods about **what an institution does to the people inside it*
policing, and justice that put them there. Each mod is a separate install on a shared **Core**;
together they form one system.
-> **Status (2026-07-15): shipped as a four-mod split.** The monolith split along its seams — the
-> substrate became **Institution: Core** (propensity, criminal record, secured context), the
-> corrections systems became **Institution: Justice** (classification, deterrence, discipline,
-> parole, regime), the gang layer became **Institution: Gangs**, and **Institution: Contraband** is
-> now the physical smuggling loop. **Foul Play** stands alone and bridges in. See the
-> [README](README.md) for the current mod table and dependencies. The design sections further down
-> predate the split in how they *group* modules, but the mechanics and the north star are unchanged;
-> a policing/cops layer (pre-arrest) is where **Justice** grows next.
+> **Status (2026-07-15): shipped as a five-layer suite behind one install.** The monolith split into
+> **Core** (propensity, criminal record, secured context, the shared treatment engine), **Contraband**
+> (the physical smuggling loop), **Justice** (classification, deterrence, discipline, parole, regime,
+> and **policing** — colony crime → a weighed arrest), **Gangs** (contraband economies), and **Ward**
+> (psychiatric care), folded in from a former standalone sister mod. All five bundle into the single
+> **Institution** mod with a toggle each while staying separate repos; **Foul Play** stands alone and
+> bridges in. See the [README](README.md) for the current mod table.
+>
+> The pre-arrest loop (crime → witnesses → investigate → weighed arrest) and the post-arrest
+> corrections arc (rehabilitate → parole, discipline-as-order, classification enforcement, on the
+> shared treatment engine) are **wired and harness-verified**. What remains is **Regime depth**
+> (schedule / needs / visitation), **ideology-flavoured** release, and — above all — real
+> **playtesting** to tune the numbers, none of which are play-tested yet. The design sections below
+> predate the split in how they *group* modules, but the mechanics and north star are unchanged.
## North star
@@ -100,17 +106,20 @@ which PR then *enriches* when present. The test of a healthy deferral: with PR a
## Suite modules
-| Mod | Scope | Status |
+| Layer (repo) | Scope | Status |
|---|---|---|
-| **Foul Play** | throw a container of something off a body; vessels + substances + Piss Nuke flagship | built |
-| **Institution: Contraband** | conceal / improvise / search / confiscate / intake / escape / secure-areas | building |
-| **Institution: Ward** | involuntary psychiatric commitment — the third pawn state | built |
-| **Institution: Regime** | daily schedule (vanilla Restrict) + modest needs + visitation, for every secured context | planned |
-| **Institution: Justice** | the crime loop (commit → discover → investigate → attribute → arrest), policing officer, parole/discharge/manumission | planned |
-| **Institution: Discipline** | security classification / segregation, punishment-as-order, corruption | planned |
-| **Institution: Gangs** | prisoner & colony gangs, rivalries, contraband networks | planned |
+| **Core** | propensity, criminal record, secured context, the shared treatment engine, the deterrence seam | **shipped** |
+| **Contraband** | conceal / improvise / search / confiscate / intake / escape / secure-areas / corruption | **shipped** |
+| **Justice** | policing (crime → witnesses → investigate → weighed arrest), classification, deterrence feedback, discipline, parole, rehabilitation, regime | **shipped** |
+| **Gangs** | prisoner & colony gangs, rivalries, contraband networks | **shipped** |
+| **Ward** | involuntary psychiatric care — the third pawn state, on Core's treatment engine | **shipped** (folded in) |
+| **Foul Play** | throw a container of something off a body; vessels + substances + Piss Nuke flagship | **shipped** (standalone, bridges in) |
-Seven mods is the ceiling. Prefer folding a slot into an existing module over minting a new one.
+The seven-mod plan became **five layers over Core**: **Regime** and **Discipline** folded into
+**Justice** rather than minting separate mods. Sub-features still open inside Justice/Regime:
+classification **wing-routing** (the grade and a misplacement alert ship, but there is no graded-wing
+assignment UI), **Regime depth** (Yard/Lockup schedule blocks, a Safety need, Visitation), and
+**ideology-flavoured** parole — none of it playtested.
---
diff --git a/Wiki/justice/Rehabilitation.md b/Wiki/justice/Rehabilitation.md
index 0f9c761..9f68a0a 100644
--- a/Wiki/justice/Rehabilitation.md
+++ b/Wiki/justice/Rehabilitation.md
@@ -87,16 +87,42 @@ them again — recidivism, closing back onto the start.
---
+## Discipline — the other lever
+
+Rehabilitation is the carrot; **discipline** is the stick, and its opposite. Set a prisoner to
+**Discipline** and a warden puts them in **solitary**: harsh discipline (`Discipline.Punish`) *hardens*
+them — reform falls — yet raises the colony's order (visible harsh justice deters the rest), and it
+stings: a mood hit and an on-edge *in solitary* status. It fires at most once per term (the status
+gates re-discipline for about two days), so it holds order without cratering reform in a single day.
+The tension is the point: lean on discipline to keep order and you make the punished harder to reform.
+
+## Classification enforcement
+
+Classification always computed a **security grade** (`Minimum`..`Supermax`); now it is actionable:
+
+- **The grade shows** on every prisoner's inspect pane — the game tells you who is dangerous instead of
+ leaving you to guess.
+- A **"Dangerous prisoner unsecured" alert** fires when a Maximum/Supermax pawn is held in the open or
+ sharing a cell — the misplacement flag, without a wing-grading UI. It clears once they have a secure,
+ solo cell.
+- **Cell safety:** a prisoner caged with a dangerous one suffers a mood penalty. Segregate your
+ dangerous prisoners, or their cellmates pay for it — the grade made to matter on the *housing* side,
+ not only at parole.
+
+---
+
## Seeing it
-A rehabilitated prisoner's inspect pane shows the state directly (a Harmony postfix on
+Every colony prisoner's inspect pane now carries the corrections readout (a Harmony postfix on
`Pawn.GetInspectString`, via Justice's existing Regime patch — not a contested method):
-> *Rehabilitation: reforming (40%)* · *reformed — ready for parole* · *— neglected (3d)*
+> *Security grade: Maximum* · *In solitary* · *Rehabilitation: reforming (40%) — neglected (3d)* ·
+> *reformed — ready for parole*
-And because the colony's **order climate** otherwise has no readout at all, the same line surfaces it
-when it is far enough from ordinary to matter — *Colony order: low (28%) — crime pays here* / *high
-(71%) — order holds*.
+The **grade** shows for every held pawn (classification's information pillar); *in solitary* while a
+discipline term runs; the **rehabilitation** line for a pawn set to reform. And because the colony's
+**order climate** otherwise has no readout at all, the same pane surfaces it when it is far enough from
+ordinary to matter — *Colony order: low (28%) — crime pays here* / *high (71%) — order holds*.
---