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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# Regime
*The daily life of the held — and the one lever vanilla withholds.*
Most of what a prison regime needs, vanilla already gives you. The schedule is the Restrict tab. The
mood-driven disposition already flows through `Propensity.Nurture` — a neglected prisoner runs hotter
with no new machinery. So Regime does not rebuild any of that. It adds the single thing vanilla flatly
refuses to model: **recreation.**
---
## What vanilla does, and what Regime flips
Vanilla denies prisoners the **Joy** (recreation) need outright — the need is flagged `colonistsOnly`
and `neverOnPrisoner`, so it simply never appears on a prisoner. A caged pawn has no recreation bar,
cannot take joy from anything, and never suffers for its absence.
Regime flips exactly that one bit on, via a small Harmony postfix — the same approach the good, popular
**Prisoner Recreation** mod takes:
```csharp
[HarmonyPatch(typeof(Pawn_NeedsTracker), "ShouldHaveNeed")]
static class Patch_PrisonerRecreation
{
static void Postfix(NeedDef nd, Pawn ___pawn, ref bool __result)
{
if (__result || nd?.defName != "Joy") return; // only touch Joy, only when vanilla said no
if (___pawn?.RaceProps?.Humanlike == true
&& ___pawn.IsPrisonerOfColony)
__result = true; // humanlike prisoners get the need
}
}
```
Three guards, in order:
1. **`__result` already true** — vanilla or another patch already granted the need. Do nothing. This
is what makes the patch *additive*: it only ever turns a `false` into `true`, never the reverse.
2. **`nd.defName != "Joy"`** — this patch is about recreation and nothing else. Every other need is
left exactly as vanilla decided.
3. **humanlike prisoner-of-colony** — animals, guests, slaves and colonists are untouched; only a
humanlike prisoner of *your* colony gains the need.
That is the entire mechanism. Enabling recreation is trivial — once the need exists, vanilla does all
the rest (joy sources, the recreation bar, the mood effects of a full or empty one). The *value* is
not the plumbing; it is what an empty bar now costs.
---
## Why a need you can neglect is the point
Giving prisoners recreation is not a mercy toggle — it is a **lever with two ends**, and the down end
is the one that matters to the suite. Once a prisoner *has* the Joy need, they can be **starved** of
it, and vanilla's own machinery then does the work:
```
no recreation → Joy falls → mood falls → Propensity.Nurture rises → higher propensity
```
Every one of those arrows already exists. Regime only opens the first door; mood is wired to
disposition in Core, so a prisoner who gets no yard time stews, their mood sinks, and their Nurture —
and with it their odds on every "would they?" roll — climbs. From [Deterrence](Deterrence.md) and
[Discipline & Reform](Discipline-and-Reform.md) you already know Nurture is the multiplier the whole
system keys off; Regime is what lets *neglect* feed it.
Concretely, in Core's `Nurture`:
| Prisoner condition | Nurture contribution |
|---|---|
| Mood `< 0.20` (recreation-starved, at the floor of despair) | `× 2.5` |
| Mood `< 0.35` (badly kept) | `× 1.6` |
| Held **and** mood `< 0.40` (a badly run cell) | additional `× 1.4` |
A prisoner you give no recreation is a prisoner you are pushing up those brackets. Regime turns "I
didn't bother building a rec room" from a non-event into a disposition cost you pay on every roll.
---
## Idempotent with Prisoner Recreation
If you also run the **Prisoner Recreation** mod, nothing breaks. Both mods do the same thing — force
`ShouldHaveNeed` to return `true` for prisoner Joy — and because Regime's postfix only acts when
`__result` is still `false`, the two are simply *two postfixes that force the same `true`*. Whichever
runs first grants the need; the second sees it already granted and returns immediately. Running both is
harmless. Running either alone is sufficient. There is no double-need, no conflict, no load-order
sensitivity between them.
Regime announces itself at startup so you can confirm it loaded:
```
[Institution: Justice] Regime: prisoner recreation enabled.
```
---
## Content on top
Yard time, safety needs, and visitation are *content* on this foundation, not new machinery. Each of
them is just another thing that moves a prisoner's mood — and mood is already wired to disposition — so
they need only defs and jobs, not new systems. When they land, they will make a well-run regime feel
richer; the mechanical spine is already here in this one postfix.
---
## How to play with Regime
- **Build the rec room.** A prisoner with recreation settles; the mood brackets above stay off, and
their disposition sits near baseline. A cheap horseshoe pin or chess table earns its keep in crimes
that don't happen.
- **Neglect is a choice with a number.** Leaving prisoners with nothing to do isn't neutral — it drives
mood into the `×1.6` and `×2.5` Nurture brackets, and a hotter prisoner reoffends, which cools your
colony's climate of order, which heats *everyone*. The rec room is deterrence you build once.
- **Recreation and reform stack.** Regime cools disposition *live* (through mood); reform cools it
*permanently* (through [Discipline & Reform](Discipline-and-Reform.md)). A reformed prisoner in a
well-run wing is calm on both axes — which is exactly the pawn you can eventually [parole](Parole.md).
- **You don't need Prisoner Recreation too** — but if you have it, keep it. They coexist.
---
## For modders
Harmony ID `flan.institution.justice`, a single postfix on `Pawn_NeedsTracker.ShouldHaveNeed`. It is
the suite's *only* Harmony-using code — Contraband dropped its Harmony dependency after Justice was
split out. The patch class lives in the `Contraband` namespace (shared across the suite since the
extraction). The postfix is strictly additive (`false → true` only), so it is safe to stack with any
other mod that grants prisoner needs.
---
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs. Developed
with substantial assistance from Claude (Anthropic).*