Aggregate the whole suite wiki onto the Institution page

Wiki/Home.md is the suite's front door; every layer's wiki now mirrors here
under Wiki/<layer>/ (core, contraband, justice, gangs, ward), so the whole
suite reads in one place with the index linking to the local pages. The
layer repos stay canonical -- Tools/sync-wiki.sh refreshes the aggregated
copy on demand. The README's main page points to it.
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# Institution: Gangs
*Gangs as **contraband economies** — not mood. The social capstone of the **Institution** suite of
RimWorld 1.6 mods.*
---
## What Gangs is
Gangs turns the loose, disposed pawns in your colony — colonists, prisoners, slaves — into a
**network** that moves contraband. When disposition and circumstance line up, pawns who already share
a bond band together, and a member who holds a stash quietly resupplies a member who has none. A
search that turns up nothing on one prisoner has therefore *not* cleaned out the wing: the wing is a
supply chain, and you only searched one link.
That is the entire point, and it is a deliberately narrow one. Gangs does not do mood. It does not do
a "gang leader buff." It does the one thing nothing else in the ecosystem does — it makes contraband
**flow between pawns**, and then hands you the tools to cut the flow.
## The gap it fills (and the one it doesn't)
If you run **Prisoner Realism**, its *Ringleader* system already models a dominant prisoner spreading
unrest and mood contagion through a wing. That system is good, and Gangs does not touch it. Ringleader
owns *influence and mood*.
Gangs owns the thing Ringleader has no equivalent for: **the network as a logistics graph.** Contraband
physically changes hands along social lines. A stash on one pawn is a stash available to the whole
gang. The two systems are complementary — run both. Ringleader tells you *who stirs the pot*; Gangs
tells you *how the shivs get around*.
## Why it needs the whole suite
Gangs is the module built **last**, because it needs every other Institution mod already in place. It
is not a standalone feature; it is the suite working together, and it is honest about that in its
dependencies:
| It asks... | ...and the answer comes from |
|---|---|
| *Who is disposed enough to join?* | **Institution: Core** — `Nature × Nurture`, the shared propensity engine |
| *What do they move?* | **Institution: Contraband** — concealment, stashes, search, and the bent-warden supply route |
| *Where does a fight get booked, and how are rivals kept apart?* | **Institution: Justice** — the crime/deterrence loop, and Classification's segregation |
Remove any one of those and Gangs has nothing to stand on. It is the place where Core's spectrum,
Contraband's stashes, and Justice's policing all cash out at once.
## A healthy colony grows few gangs — or none
This is the thesis, and it is enforced in the numbers, not just the flavour. Membership is gated at
`Nature × Nurture ≥ 0.9` — a high bar on purpose. A disposed pawn who is **well-kept and
well-policed** does not band up: their nurture multiplier stays low, and deterrence pulls it lower
still. It takes a foul streak (nature) *and* a badly-run situation (nurture) at the same time.
So a gang problem is a **symptom**. It is the game telling you that a wing is mistreated, under-policed,
or both. The fix is never "fight the gang system" — it is to run a better prison. Feed them, give them
recreation, keep deterrence high, segregate rivals, and the networks starve on their own.
> A gang is a symptom of a badly-run colony, not furniture.
## The pages
- **[Joining](Joining.md)** — `WouldJoin = Nature × Nurture ≥ 0.9`: why the bar is high, why good
treatment and deterrence keep pawns *out*, and how the 5000-tick check works for every kind of pawn.
- **[Networks and Smuggling](Networks-and-Smuggling.md)** — `MoveWithin`: how a holder resupplies a
needy gangmate, the *same-gang + can-reach* rule, why this defeats a single search, and how a bent
warden refills a starved network from outside.
- **[Rivalry and Fights](Rivalry-and-Fights.md)** — `AreRivals` and `RecordFight`: how a gang fight is
booked as a crime through Justice, why inside-the-wire and out-on-the-street are the same offence,
and how it feeds deterrence.
- **[Affiliations and Segregation](Affiliations-and-Segregation.md)** — `SharesAffiliation` plus
*same room* as the formation rule, why rival factions become rival gangs, and how Classification's
segregation is the counter-play that starves a network which cannot reach itself.
## The suite
Part of the **Institution** suite of RimWorld 1.6 mods:
- **Institution: Core** — the propensity engine (`Nature × Nurture`), criminal records, secured context.
- **Institution: Contraband** — concealment, improvised shivs, tunnels, warden search and corruption.
- **Institution: Justice** — Classification, Deterrence, Discipline, Parole, Regime.
- **Institution: Gangs** — this mod: joining, networks/smuggling, rivalry/fights.
Sibling projects: **Foul Play** (the vessel/substance framework and the "Piss Nuke") and **Ward** (the
test harness and a ward/treatment prison mode).
Each mod stands alone as an install; together they form one system.
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
*AI disclosure: developed with substantial assistance from Claude (Anthropic).*