Re-package with the enforcement layer; refresh the stale ROADMAP; sync wiki

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flan
2026-07-15 21:40:35 +00:00
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@@ -87,16 +87,42 @@ them again — recidivism, closing back onto the start.
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## 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.
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## 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*.
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