Rewrite the store description to the six-layer split (Policing/Corrections/Ward)
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<supportedVersions>
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<li>1.6</li>
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<li>1.6</li>
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<description>Prison Architect in RimWorld: every pawn has a criminal propensity on a spectrum -- nature (traits) x nurture (mood, mistreatment, treatment) -- and the colony can police it.
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<description>Prison Architect in RimWorld: every pawn has a criminal propensity on a spectrum -- nature (traits) x nurture (mood, mistreatment, treatment) -- and the colony can police it. Catching and punishing ONE pawn changes the disposition of the rest.
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This is the Institution suite in one install, with a checkbox per layer in the mod settings (all ON by default):
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This is the whole Institution suite in one install, mirroring a real justice system -- police, prison, parole -- with a checkbox per layer in the mod settings (all ON by default):
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- Contraband -- the physical smuggling loop. Prisoners conceal what they walk in with, whittle shivs from their cell's own furniture, and dig Prison-Architect tunnels under the wall. Wardens search the right prisoner first, by the record -- and a bent warden looks the other way, or smuggles for them.
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- Contraband -- the physical smuggling loop. Prisoners conceal what they walk in with, whittle shivs from their cell's own furniture, and dig Prison-Architect tunnels under the wall. Wardens search the right prisoner first, by the record -- and a bent warden looks the other way, or smuggles for them.
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- Justice -- the corrections layer. Classification grades every held pawn by what they have actually done. A colony has a climate of order that crime erodes and visible justice restores, and it feeds back into everyone's disposition. Discipline hardens or reforms; parole lets the reformed out; regime gives prisoners the recreation vanilla denies them.
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- Policing -- enforcement and order. Your own colonists offend on the propensity spectrum (rarer in a small, tight colony); witnesses and a constable's work name the culprit, and a weighed arrest can end in a cell or a resisted breakout. A climate of order that crime erodes and visible justice restores feeds back into everyone's disposition. Plus prison riots when order collapses.
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- Gangs -- the social layer. Disposed pawns band together along the lines they already share and move contraband among themselves; rival gangs fight, inside the wire or out, and the fight is a crime. A healthy, well-run colony grows few gangs, if any.
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- Corrections -- the prison. Classification grades every held pawn by what they have actually done, and a wall-mounted marker grades a whole wing. Discipline hardens or reforms; parole lets the reformed out as free colonists; regime gives prisoners the recreation, yard time, and visits vanilla denies them.
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Turn any layer off in Options -> Mod Settings and it goes inert immediately.
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- Gangs -- the social layer. Disposed pawns band together along the lines they already share and move contraband among themselves; rival gangs fight, inside the wire or out, and the fight is a crime. A well-run colony grows few gangs, if any.
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Requires Harmony (for the recreation feature). The suite's shared Core engine ships inside this mod, so there is no separate dependency to install. Pairs with the standalone Institution: Ward (psychiatric commitment) and Foul Play (the vessel/substance framework, which bridges in).
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- Ward -- psychiatric care. Commit a prisoner for treatment instead of punishment: sustained counselling reduces the disorder that broke them and builds a recovery track toward discharge. Neglect a committed patient and they deteriorate.
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Turn any layer off in Options -> Mod Settings and it goes inert immediately. The shared Core engine -- propensity, the criminal record, the treatment engine -- ships inside this mod, so there is no separate dependency to install.
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Requires Harmony. Pairs with the standalone Foul Play (the vessel/substance framework), which bridges in when both are present.
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Part of the Institution suite.
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Part of the Institution suite.
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</description>
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</description>
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