Re-package with the enforcement layer; refresh the stale ROADMAP; sync wiki
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@@ -4,14 +4,20 @@ A set of RimWorld mods about **what an institution does to the people inside it*
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policing, and justice that put them there. Each mod is a separate install on a shared **Core**;
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together they form one system.
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> **Status (2026-07-15): shipped as a four-mod split.** The monolith split along its seams — the
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> substrate became **Institution: Core** (propensity, criminal record, secured context), the
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> corrections systems became **Institution: Justice** (classification, deterrence, discipline,
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> parole, regime), the gang layer became **Institution: Gangs**, and **Institution: Contraband** is
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> now the physical smuggling loop. **Foul Play** stands alone and bridges in. See the
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> [README](README.md) for the current mod table and dependencies. The design sections further down
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> predate the split in how they *group* modules, but the mechanics and the north star are unchanged;
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> a policing/cops layer (pre-arrest) is where **Justice** grows next.
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> **Status (2026-07-15): shipped as a five-layer suite behind one install.** The monolith split into
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> **Core** (propensity, criminal record, secured context, the shared treatment engine), **Contraband**
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> (the physical smuggling loop), **Justice** (classification, deterrence, discipline, parole, regime,
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> and **policing** — colony crime → a weighed arrest), **Gangs** (contraband economies), and **Ward**
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> (psychiatric care), folded in from a former standalone sister mod. All five bundle into the single
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> **Institution** mod with a toggle each while staying separate repos; **Foul Play** stands alone and
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> bridges in. See the [README](README.md) for the current mod table.
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>
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> The pre-arrest loop (crime → witnesses → investigate → weighed arrest) and the post-arrest
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> corrections arc (rehabilitate → parole, discipline-as-order, classification enforcement, on the
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> shared treatment engine) are **wired and harness-verified**. What remains is **Regime depth**
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> (schedule / needs / visitation), **ideology-flavoured** release, and — above all — real
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> **playtesting** to tune the numbers, none of which are play-tested yet. The design sections below
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> predate the split in how they *group* modules, but the mechanics and north star are unchanged.
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## North star
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@@ -100,17 +106,20 @@ which PR then *enriches* when present. The test of a healthy deferral: with PR a
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## Suite modules
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| Mod | Scope | Status |
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| Layer (repo) | Scope | Status |
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|---|---|---|
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| **Foul Play** | throw a container of something off a body; vessels + substances + Piss Nuke flagship | built |
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| **Institution: Contraband** | conceal / improvise / search / confiscate / intake / escape / secure-areas | building |
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| **Institution: Ward** | involuntary psychiatric commitment — the third pawn state | built |
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| **Institution: Regime** | daily schedule (vanilla Restrict) + modest needs + visitation, for every secured context | planned |
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| **Institution: Justice** | the crime loop (commit → discover → investigate → attribute → arrest), policing officer, parole/discharge/manumission | planned |
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| **Institution: Discipline** | security classification / segregation, punishment-as-order, corruption | planned |
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| **Institution: Gangs** | prisoner & colony gangs, rivalries, contraband networks | planned |
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| **Core** | propensity, criminal record, secured context, the shared treatment engine, the deterrence seam | **shipped** |
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| **Contraband** | conceal / improvise / search / confiscate / intake / escape / secure-areas / corruption | **shipped** |
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| **Justice** | policing (crime → witnesses → investigate → weighed arrest), classification, deterrence feedback, discipline, parole, rehabilitation, regime | **shipped** |
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| **Gangs** | prisoner & colony gangs, rivalries, contraband networks | **shipped** |
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| **Ward** | involuntary psychiatric care — the third pawn state, on Core's treatment engine | **shipped** (folded in) |
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| **Foul Play** | throw a container of something off a body; vessels + substances + Piss Nuke flagship | **shipped** (standalone, bridges in) |
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Seven mods is the ceiling. Prefer folding a slot into an existing module over minting a new one.
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The seven-mod plan became **five layers over Core**: **Regime** and **Discipline** folded into
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**Justice** rather than minting separate mods. Sub-features still open inside Justice/Regime:
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classification **wing-routing** (the grade and a misplacement alert ship, but there is no graded-wing
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assignment UI), **Regime depth** (Yard/Lockup schedule blocks, a Safety need, Visitation), and
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**ideology-flavoured** parole — none of it playtested.
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---
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