Institution suite hub: master roadmap + overview

The suite-level home: the thesis (crime spectrum, nature x nurture, policeable),
the secured-context principle (prisoner/ward/slave/secure-area), all seven module
slots, the full crime loop, build order, prior-art verdicts, and the standing
rules -- self-complete and dependency-free, coexist-don't-duplicate judged by
quality not sub count, extend by capability not list.
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# The Institution suite
A set of RimWorld 1.6 mods about **what an institution does to the people inside it** — and the
crime, policing, and justice that put them there. Each mod stands alone and requires none of the
others; together they form one system.
## The thesis
> Every pawn has a criminal propensity on a spectrum — **nature** (traits) × **nurture**
> (circumstance, mood, treatment) — and the colony can **police** it.
The suite is the two halves of that: colonists commit crimes and a policing layer catches them
(pre-arrest), and prison / contraband / wards / secure areas hold and reform them (post-arrest).
Arrest is the hinge. Nothing hard-codes "prisoner" — every held-person system keys off a
**secured context**: prisoner, ward patient, slave, or secure-area occupant.
## The mods
| Mod | What it is | Status |
|---|---|---|
| [Foul Play](https://git.onetick.ninja/flan/rimworld-foulplay) | throw a container of something off a body; vessels + substances + the **Piss Nuke** flagship | shipping |
| [Institution: Contraband](https://git.onetick.ninja/flan/rimworld-contraband) | conceal / improvise / search / confiscate; intake, escape, secure areas | building |
| [Institution: Ward](https://git.onetick.ninja/flan/rimworld-ward) | involuntary psychiatric commitment — the third pawn state, neither free nor guilty | shipping |
| Institution: Regime | daily schedule (vanilla Restrict) + modest needs + visitation | planned |
| Institution: Justice | the crime loop, the policing officer, parole / discharge / manumission | planned |
| Institution: Discipline | security classification, punishment-as-order, corruption | planned |
| Institution: Gangs | prisoner & colony gangs, rivalries, contraband networks | planned |
## Principles
- **Self-complete, dependency-free.** Every mod works alone; none requires another suite mod or any
third-party mod. Integrations are always `MayRequire`-soft — features light up if a mod is
present and the loop still closes without it.
- **Coexist, don't duplicate.** We test against the all-time most-subscribed Workshop mods and
never rebuild what a genuinely good mod already does well — judged by quality, not sub count.
- **Extend by capability, not by list.** New content registers via `IsWeapon` / `IsDrug` /
category, so modded items are covered without being named.
## The plan
The full design, module scope, build order, and prior-art verdicts are in
[ROADMAP.md](ROADMAP.md). Per-mod roadmaps live in each repo (e.g. Contraband's item build list).
## Compatibility
The harness (`Tools/run-compat-test.sh` in the Ward repo) boots a real headless RimWorld with the
suite plus the popular psych/prison mods **and** the all-time most-subscribed mods loaded at once,
and fails on any error naming our code. Combat Extended gets its own dedicated pass.
## AI disclosure
Designed and built with substantial assistance from Claude (Anthropic).