Re-aggregate wiki + repackage for the split
sync-wiki.sh mirrors policing + corrections instead of justice; the aggregate Wiki index and the per-layer folders reflect the six-layer suite (Core - Contraband - Policing - Corrections - Gangs - Ward) and the reserved Judiciary seam. Assemblies re-vendored with the fresh module DLLs.
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LAYERS=(
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"core:rimworld-core"
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"contraband:rimworld-contraband"
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"justice:rimworld-justice"
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"policing:rimworld-policing"
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"corrections:rimworld-corrections"
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"gangs:rimworld-gangs"
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"ward:rimworld-ward"
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)
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+33
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@@ -1,12 +1,12 @@
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# Institution — Wiki
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*Prison Architect in RimWorld. One install, five toggleable layers, over one shared engine.*
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*Prison Architect in RimWorld. One install, six toggleable layers, over one shared engine.*
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> **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (mood,
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> mistreatment, treatment) — and the colony can police it.**
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That one sentence is the whole suite. Colonists, prisoners, and slaves drift toward crime on a
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continuous spectrum; a policing-and-justice machine discovers, catches, weighs, punishes, reforms,
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continuous spectrum; a policing-and-corrections machine discovers, catches, weighs, punishes, reforms,
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treats, and releases them — and catching one pawn changes the disposition of the rest.
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**Institution** is the single mod that ships all of it. It bundles the suite's layers into one
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@@ -18,25 +18,26 @@ layers again and nothing is lost.
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## The gameplay loop
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The suite is a closed loop, and each turn of it lives in a different layer:
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The suite is a closed loop, and each turn of it lives in a different layer — mirroring the real
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separation of powers: police, (courts,) prison, parole.
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1. **Disposition** *(Core)* — every pawn carries a seeded propensity: *would this one do it?*
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2. **Crime** *(Justice · Policing)* — free colonists offend on that spectrum (rare in a small, tight,
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2. **Crime** *(Policing)* — free colonists offend on that spectrum (rare in a small, tight,
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well-deterred colony), with visible consequences — theft, vandalism, assault — that fray
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relationships.
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3. **Detection** *(Justice · Policing)* — witnesses and a **constable** work an open case until the
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culprit is named.
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4. **The weighed arrest** *(Justice · Policing)* — an arrest is made only when the crime is grave
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enough to justify losing the pawn and the colony can afford to hold a prisoner; the disposed
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**resist**, and a subdued resister is taken in.
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3. **Detection** *(Policing)* — witnesses and a **constable** work an open case until the culprit is named.
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4. **The weighed arrest** *(Policing)* — an arrest is made only when the crime is grave enough to
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justify losing the pawn and the colony can afford to hold a prisoner; the disposed **resist**, and a
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subdued resister is taken in. *(A future **Judiciary** layer — a court that tries and sentences —
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is reserved to sit here, between arrest and imprisonment; today the arrest imprisons directly.)*
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5. **Contraband** *(Contraband)* — once held, a pawn conceals and improvises: shivs, brews, tunnels
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under the perimeter, all countered by warden search — and a bent warden who smuggles for them.
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6. **Gangs** *(Gangs)* — held pawns organise into contraband economies: joining by disposition,
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smuggling networks, rivalry, fights that book as crimes.
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7. **Corrections** *(Justice · Rehabilitation)* — a warden **rehabilitates** a prisoner: counselling
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sessions move a **reform** score and raise the colony's climate of **order** (classification
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re-grades as reform rises), that order feeds back into everyone's disposition, and a **parole**
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alert releases the genuinely reformed back into the colony. Neglect a flagged prisoner and they harden.
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7. **Corrections** *(Corrections)* — a warden **rehabilitates** a prisoner: counselling sessions move a
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**reform** score and raise the colony's climate of **order** (classification re-grades as reform
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rises), that order feeds back into everyone's disposition, and a **parole** alert releases the
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genuinely reformed back into the colony. Neglect a flagged prisoner and they harden.
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8. **Treatment** *(Ward)* — the other door: a prisoner committed for **psychiatric care** rather than
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punished. Counselling reduces the disorder that broke them and builds a recovery track toward
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discharge; neglect a committed patient and they deteriorate.
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@@ -47,7 +48,7 @@ crime pays here.
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---
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## The five layers
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## The six layers
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Each is a separate repo and DLL, bundled here behind a toggle. Every layer defaults **on**; turning
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one off disables its systems in place without uninstalling anything.
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@@ -56,13 +57,15 @@ one off disables its systems in place without uninstalling anything.
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|---|---|---|---|
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| **Core** | *(always on — the engine)* | propensity, the criminal record, secured context, the shared **treatment engine**, the deterrence seam | [Core](core/Home.md) |
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| **Contraband** | Contraband | concealment & intake, improvised shivs, Prison-Architect tunnels, warden search, warden corruption | [Contraband](contraband/Home.md) |
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| **Justice** | Justice | classification, deterrence feedback, discipline & reform, **rehabilitation** (warden reform work + parole), regime | [Justice](justice/Home.md) |
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| **Justice · Policing** | Policing | colony crime on the spectrum, witnesses, a constable, the weighed arrest, prison riots, recidivism alerts | [Policing](justice/Policing.md) |
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| **Policing** | Policing | colony crime on the spectrum, witnesses, a constable, the weighed arrest, the deterrence feedback loop, prison riots, recidivism alerts | [Policing](policing/Home.md) |
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| **Corrections** | Corrections | classification (with whole-wing markers), discipline & reform, **rehabilitation** + parole, regime (recreation/visitation/cell-safety) | [Corrections](corrections/Home.md) |
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| **Gangs** | Gangs | gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime | [Gangs](gangs/Home.md) |
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| **Ward** | Ward | psychiatric care — treatment, recovery, discharge, ward neglect, sedation | [Ward](ward/Home.md) |
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**Policing** has its own toggle inside Justice because colony crime is a large behavioural change — a
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player can run the rest of the corrections layer without their own colonists committing crimes.
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**Policing** and **Corrections** are separate layers — the enforcement half and the prison half of the
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former *Justice* module, split along the separation of powers. Policing has its own toggle because
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colony crime is a large behavioural change: a player can run the prison (Corrections) without their own
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colonists committing crimes. Corrections depends on Policing for the shared climate of order.
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---
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@@ -70,14 +73,16 @@ player can run the rest of the corrections layer without their own colonists com
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The suite runs on a small **Core** that owns exactly what every layer must agree on — *is this pawn
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dangerous?*, *what have they actually done?*, *what hold are they under?* — plus two shared services:
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the **treatment engine** (Ward's psychiatric care and Justice's rehabilitation point the same loop at
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different states) and the **deterrence seam** (a neutral hook Justice fills so the order-climate
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feedback runs *through* Core without Core ever depending on Justice).
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the **treatment engine** (Ward's psychiatric care and Corrections' rehabilitation point the same loop
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at different states) and the **deterrence seam** (a neutral hook Policing fills so the order-climate
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feedback runs *through* Core without Core ever depending on the policing layer). A future **Judiciary**
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layer will slot in through the same style of Core seam — a *sentence* on the criminal record that
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Policing writes a default of today and a court would fill tomorrow.
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Everything else builds up from there: Contraband and Justice on Core; Gangs on Core + Contraband +
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Justice; Ward on Core. Cross-layer integrations that aren't hard dependencies stay soft — a feature
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lights up if its sibling is present and the loop still closes without it. That is what keeps the
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suite genuinely modular: this aggregate is a convenience, not a merge.
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Everything else builds up from there: Contraband, Policing, and Corrections on Core (Corrections also
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on Policing); Gangs on Core + Contraband + Policing; Ward on Core. Cross-layer integrations that aren't
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hard dependencies stay soft — a feature lights up if its sibling is present and the loop still closes
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without it. That is what keeps the suite genuinely modular: this aggregate is a convenience, not a merge.
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---
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@@ -85,7 +90,7 @@ suite genuinely modular: this aggregate is a convenience, not a merge.
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- **RimWorld 1.6.**
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- **[Harmony](https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077)** — required (the
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suite's Harmony-using code is Justice's prisoner-recreation patch and Ward's).
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suite's Harmony-using code is Corrections' prisoner-recreation patch and Ward's).
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- Install **Institution**, enable Harmony, and load Institution after it. That is the whole suite in
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one mod; open the settings to toggle any layer.
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@@ -94,5 +99,5 @@ separate install that bridges into the suite when both are present.
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---
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*The **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs · Ward. Designed and
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built with substantial assistance from Claude (Anthropic).*
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*The **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.
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Designed and built with substantial assistance from Claude (Anthropic).*
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@@ -0,0 +1,49 @@
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# Institution: Corrections
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*The prison layer — what the colony **does** with a pawn once they are in custody — of the
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**Institution** suite of RimWorld 1.6 mods.*
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Vanilla RimWorld's prisoners are interchangeable mood-boxes; a "maximum security" wing is a decoration
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the sim never acknowledges, and a warden's work never changes who a pawn becomes. **Corrections turns
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the shared record into a regime you run** — it grades every held pawn from what they have actually done,
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moves a *reform* score that decides whether a sentence hardens or heals, gates release on it, and gives
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prisoners the recreation need vanilla flatly denies them.
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---
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## The pages
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| Page | What it covers |
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|---|---|
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| **[Classification](Classification.md)** | Grades held pawns `Minimum`..`Supermax` from a risk score over the record; wall-mounted security markers grade a whole wing; misplacement flags. |
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| **[Discipline & Reform](Discipline-and-Reform.md)** | Punishment moves the reform score — harden ("prisonized") vs. rehabilitate. The seat of institutionalization and recidivism. |
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| **[Rehabilitation](Rehabilitation.md)** | The warden work that drives the arc: a rehabilitate mode + counselling sessions move reform and colony order, a parole alert + release, neglect that hardens. |
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| **[Parole](Parole.md)** | Release a reformed, low-grade prisoner as a free colonist; with Ideology, the execution stance sets the bar. Nested, primed for a future parole panel. |
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| **[Regime](Regime.md)** | Prisoner recreation (Yard/Lockup schedule via Prison Labor's timetable), visitation, cell-safety. |
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---
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## The one shared record
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Corrections keeps no per-pawn crime state of its own. It reads and writes the single `CriminalRecord`
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that **Institution: Core** holds — the same record Contraband, Policing, and the gang systems read.
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Corrections authors the `reform` / `pardoned` columns via Discipline and Parole, and grades and gates
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over all the counters its siblings feed. Reform and rehabilitation run on Core's shared **treatment
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engine**, the same one Ward's psychiatric care uses.
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---
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## Requirements & load order
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- **RimWorld 1.6**
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- **Institution: Core** — required (the propensity/record/treatment engine)
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- **Institution: Policing** — required (the shared climate of order: discipline and rehab nudge it, the
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inspect pane reads it)
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- **Harmony** — required (Regime's prisoner-recreation patch)
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- Load **after** Core, Policing, and Harmony.
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---
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*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs
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· Ward. Split out of the former Institution: Justice. Developed with substantial assistance from Claude
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(Anthropic).*
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@@ -1,97 +0,0 @@
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# Institution: Justice
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*What the institution **does** about crime — the corrections and policing layer of the **Institution**
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suite of RimWorld 1.6 mods.*
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Vanilla RimWorld keeps a rap sheet no one reads. You capture a raider, warden them, and the game
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promptly forgets they ever tried to knife a guard. Prisoners are interchangeable mood-boxes; a
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"maximum security" wing is a decoration you build by hand and the sim never acknowledges. There is a
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record, and there are no consequences.
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**Justice turns the record into consequences, and closes the loop.** It grades every held pawn from
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what they have actually done, gives the colony a *climate of order* that crime and punishment move,
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feeds that climate back into every pawn's disposition, moves a *reform* score that decides whether a
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sentence hardens or heals, gates release on it, and gives prisoners the recreation need vanilla flatly
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denies them. The through-line is one sentence:
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> **Catching and punishing one pawn changes the disposition of the rest.**
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That is the difference between policing that *cleans up* and policing that **governs**. The reason to
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punish an offender is not only this offender — it is the message it sends everyone else who is quietly
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deciding, on a seeded roll, whether crime pays here.
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---
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## The one shared record
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Justice never keeps its own per-pawn crime state. It reads and writes the single `CriminalRecord` that
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**Institution: Core** holds for every pawn — the same record the search, the escape, the brewing, and
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the gang systems write to. That is the whole point of the substrate: classification, deterrence,
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discipline and parole all agree on how dangerous a pawn is, because they all read the same numbers.
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| Field | What it counts | Written by |
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|---|---|---|
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| `crimesCommitted` | offences on the record | Justice (`RecordCrime`), Gangs (fights) |
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| `escapeAttempts` | proven flight risk | Contraband (escape/tunnel) |
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| `contrabandMade` | shivs, brews, tools made | Contraband |
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| `timesSearched` | searches endured | Contraband (warden search) |
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| `timesCaught` | searches that found something | Contraband |
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| `lastCrimeTick` | when they last offended | Justice (`RecordCrime`) |
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| `reform` | −1 hardened … +1 rehabilitated | Justice (`Discipline`, `Parole`) |
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| `pardoned` | released after genuine reform | Justice (`Parole`) |
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Justice authors the **crime / punishment / reform / pardon** columns; the counters of *what physically
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happened* are fed by its siblings. It grades and gates over all of them.
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---
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## The six modules
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| Module | What it does | Page |
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|---|---|---|
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| **Classification** | Grades held pawns `Minimum`..`Supermax` from a risk score over the record. | [Classification](Classification.md) |
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| **Deterrence** | The colony's climate of order, moved by crime and punishment, drifting to baseline, read back into propensity. | [Deterrence](Deterrence.md) |
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| **Discipline & Reform** | Punishment moves the reform score — harden vs. rehabilitate. The seat of institutionalization and recidivism. | [Discipline & Reform](Discipline-and-Reform.md) |
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| **Parole** | Release when reform, grade, and pardon status line up. | [Parole](Parole.md) |
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| **Rehabilitation** | The warden work that DRIVES the corrections arc: a rehabilitate mode + counselling sessions move reform and colony order, a parole alert + release job, and neglect that hardens. | [Rehabilitation](Rehabilitation.md) |
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| **Regime** | Enables the prisoner recreation (Joy) need via a Harmony postfix, idempotent with Prisoner Recreation. | [Regime](Regime.md) |
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Threaded through all six is one small piece of glue, **`JusticeBootstrap`**, which at load fills the
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neutral deterrence seam Core leaves open — reconnecting the feedback loop across the mod boundary
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without Core ever depending on Justice. See [Deterrence](Deterrence.md).
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---
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## Policing — the pre-arrest half (shipped)
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Everything above is the **post-arrest** side — corrections. The **pre-arrest** side now ships too:
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colonists commit crimes on the propensity spectrum, witnesses and a constable's work name the culprit,
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and a weighed arrest can end in a cell or a resisted breakout — plus prison riots and a recidivism
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alert. Deterrence models *the consequence of visible justice*; policing is the machinery that produces
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crime to answer. It has its own settings toggle (on by default). Full detail in **[Policing](Policing.md)**.
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---
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## Requirements & load order
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- **RimWorld 1.6**
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- **Institution: Core** — required. The propensity/record engine Justice grades against.
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- **Harmony** — required. Regime's prisoner-recreation patch is the suite's only Harmony-using code.
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- Load **after** Core and Harmony.
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Each mod in the suite stands alone as an install; together they form one system. Justice is useful
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with Core alone, and richer with **Institution: Contraband** (which feeds the escape/search/contraband
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counters) and **Institution: Gangs** (whose fights record crimes).
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---
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## The suite
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Part of the **Institution** suite: **Core** (the propensity + record engine) · **Contraband**
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(concealment, search, escape) · **Justice** (this mod) · **Gangs** (contraband economies). The
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standalone **Foul Play** framework bridges into Core and Contraband when present.
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---
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*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs. Developed
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with substantial assistance from Claude (Anthropic).*
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@@ -0,0 +1,53 @@
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# Institution: Policing
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*The enforcement and order layer — the pre-arrest half of the law — of the **Institution** suite of
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RimWorld 1.6 mods.*
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Vanilla RimWorld keeps a rap sheet no one reads, and your own colonists never break the law. Policing
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gives the colony a **climate of law and order** over the shared criminal record: colonists offend on a
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seeded propensity spectrum, the law catches them, and catching one changes the disposition of the rest.
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> **Catching and punishing one pawn changes the disposition of the rest.**
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|
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That is the difference between enforcement that *cleans up* and enforcement that **governs** — the
|
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reason to punish an offender is the message it sends everyone else quietly deciding whether crime pays.
|
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---
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## The pages
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| Page | What it covers |
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|---|---|
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| **[Policing](Policing.md)** | Colony crime on the propensity spectrum, witnesses and the constable work type, the weighed arrest and resistance, prison riots, the recidivism alert. |
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| **[Deterrence](Deterrence.md)** | The colony's climate of order (0 lawless … 1 iron), moved by crime and punishment, drifting to baseline, fed back into every pawn's disposition through Core's seam. |
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At load, **`PolicingBootstrap`** fills the neutral deterrence seam Core leaves open — reconnecting the
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feedback loop across the mod boundary without Core ever depending on the policing layer.
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---
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## The one shared record
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Policing keeps no per-pawn crime state of its own. It reads and writes the single `CriminalRecord` that
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**Institution: Core** holds for every pawn — the same record Contraband, Corrections, and the gang
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systems read. `RecordCrime` writes the `crimesCommitted` / `lastCrimeTick` columns; Corrections grades
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and reforms over the same numbers.
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---
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## Requirements & load order
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- **RimWorld 1.6**
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- **Institution: Core** — required (the propensity/record engine)
|
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- **Harmony** — required
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- Load **after** Core and Harmony.
|
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|
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The prison half — classification, discipline, reform, parole, regime — lives in **Institution:
|
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Corrections**, which depends on this layer for the shared climate of order. A future **Judiciary** layer
|
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(a court that tries and sentences) is reserved as a Core seam; today an arrest imprisons directly.
|
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|
||||
---
|
||||
|
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*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs
|
||||
· Ward. Split out of the former Institution: Justice. Developed with substantial assistance from Claude
|
||||
(Anthropic).*
|
||||
Reference in New Issue
Block a user