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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flan
2026-07-16 01:07:06 +00:00
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# Institution — Wiki
*Prison Architect in RimWorld. One install, five toggleable layers, over one shared engine.*
*Prison Architect in RimWorld. One install, six toggleable layers, over one shared engine.*
> **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (mood,
> mistreatment, treatment) — and the colony can police it.**
That one sentence is the whole suite. Colonists, prisoners, and slaves drift toward crime on a
continuous spectrum; a policing-and-justice machine discovers, catches, weighs, punishes, reforms,
continuous spectrum; a policing-and-corrections machine discovers, catches, weighs, punishes, reforms,
treats, and releases them — and catching one pawn changes the disposition of the rest.
**Institution** is the single mod that ships all of it. It bundles the suite's layers into one
@@ -18,25 +18,26 @@ layers again and nothing is lost.
## The gameplay loop
The suite is a closed loop, and each turn of it lives in a different layer:
The suite is a closed loop, and each turn of it lives in a different layer — mirroring the real
separation of powers: police, (courts,) prison, parole.
1. **Disposition** *(Core)* — every pawn carries a seeded propensity: *would this one do it?*
2. **Crime** *(Justice · Policing)* — free colonists offend on that spectrum (rare in a small, tight,
2. **Crime** *(Policing)* — free colonists offend on that spectrum (rare in a small, tight,
well-deterred colony), with visible consequences — theft, vandalism, assault — that fray
relationships.
3. **Detection** *(Justice · Policing)* — witnesses and a **constable** work an open case until the
culprit is named.
4. **The weighed arrest** *(Justice · Policing)* — an arrest is made only when the crime is grave
enough to justify losing the pawn and the colony can afford to hold a prisoner; the disposed
**resist**, and a subdued resister is taken in.
3. **Detection** *(Policing)* — witnesses and a **constable** work an open case until the culprit is named.
4. **The weighed arrest** *(Policing)* — an arrest is made only when the crime is grave enough to
justify losing the pawn and the colony can afford to hold a prisoner; the disposed **resist**, and a
subdued resister is taken in. *(A future **Judiciary** layer — a court that tries and sentences —
is reserved to sit here, between arrest and imprisonment; today the arrest imprisons directly.)*
5. **Contraband** *(Contraband)* — once held, a pawn conceals and improvises: shivs, brews, tunnels
under the perimeter, all countered by warden search — and a bent warden who smuggles for them.
6. **Gangs** *(Gangs)* — held pawns organise into contraband economies: joining by disposition,
smuggling networks, rivalry, fights that book as crimes.
7. **Corrections** *(Justice · Rehabilitation)* — a warden **rehabilitates** a prisoner: counselling
sessions move a **reform** score and raise the colony's climate of **order** (classification
re-grades as reform rises), that order feeds back into everyone's disposition, and a **parole**
alert releases the genuinely reformed back into the colony. Neglect a flagged prisoner and they harden.
7. **Corrections** *(Corrections)* — a warden **rehabilitates** a prisoner: counselling sessions move a
**reform** score and raise the colony's climate of **order** (classification re-grades as reform
rises), that order feeds back into everyone's disposition, and a **parole** alert releases the
genuinely reformed back into the colony. Neglect a flagged prisoner and they harden.
8. **Treatment** *(Ward)* — the other door: a prisoner committed for **psychiatric care** rather than
punished. Counselling reduces the disorder that broke them and builds a recovery track toward
discharge; neglect a committed patient and they deteriorate.
@@ -47,7 +48,7 @@ crime pays here.
---
## The five layers
## The six layers
Each is a separate repo and DLL, bundled here behind a toggle. Every layer defaults **on**; turning
one off disables its systems in place without uninstalling anything.
@@ -56,13 +57,15 @@ one off disables its systems in place without uninstalling anything.
|---|---|---|---|
| **Core** | *(always on — the engine)* | propensity, the criminal record, secured context, the shared **treatment engine**, the deterrence seam | [Core](core/Home.md) |
| **Contraband** | Contraband | concealment & intake, improvised shivs, Prison-Architect tunnels, warden search, warden corruption | [Contraband](contraband/Home.md) |
| **Justice** | Justice | classification, deterrence feedback, discipline & reform, **rehabilitation** (warden reform work + parole), regime | [Justice](justice/Home.md) |
| **Justice · Policing** | Policing | colony crime on the spectrum, witnesses, a constable, the weighed arrest, prison riots, recidivism alerts | [Policing](justice/Policing.md) |
| **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) |
| **Corrections** | Corrections | classification (with whole-wing markers), discipline & reform, **rehabilitation** + parole, regime (recreation/visitation/cell-safety) | [Corrections](corrections/Home.md) |
| **Gangs** | Gangs | gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime | [Gangs](gangs/Home.md) |
| **Ward** | Ward | psychiatric care — treatment, recovery, discharge, ward neglect, sedation | [Ward](ward/Home.md) |
**Policing** has its own toggle inside Justice because colony crime is a large behavioural change — a
player can run the rest of the corrections layer without their own colonists committing crimes.
**Policing** and **Corrections** are separate layers — the enforcement half and the prison half of the
former *Justice* module, split along the separation of powers. Policing has its own toggle because
colony crime is a large behavioural change: a player can run the prison (Corrections) without their own
colonists committing crimes. Corrections depends on Policing for the shared climate of order.
---
@@ -70,14 +73,16 @@ player can run the rest of the corrections layer without their own colonists com
The suite runs on a small **Core** that owns exactly what every layer must agree on — *is this pawn
dangerous?*, *what have they actually done?*, *what hold are they under?* — plus two shared services:
the **treatment engine** (Ward's psychiatric care and Justice's rehabilitation point the same loop at
different states) and the **deterrence seam** (a neutral hook Justice fills so the order-climate
feedback runs *through* Core without Core ever depending on Justice).
the **treatment engine** (Ward's psychiatric care and Corrections' rehabilitation point the same loop
at different states) and the **deterrence seam** (a neutral hook Policing fills so the order-climate
feedback runs *through* Core without Core ever depending on the policing layer). A future **Judiciary**
layer will slot in through the same style of Core seam — a *sentence* on the criminal record that
Policing writes a default of today and a court would fill tomorrow.
Everything else builds up from there: Contraband and Justice on Core; Gangs on Core + Contraband +
Justice; Ward on Core. Cross-layer integrations that aren't hard dependencies stay soft — a feature
lights up if its sibling is present and the loop still closes without it. That is what keeps the
suite genuinely modular: this aggregate is a convenience, not a merge.
Everything else builds up from there: Contraband, Policing, and Corrections on Core (Corrections also
on Policing); Gangs on Core + Contraband + Policing; Ward on Core. Cross-layer integrations that aren't
hard dependencies stay soft — a feature lights up if its sibling is present and the loop still closes
without it. That is what keeps the suite genuinely modular: this aggregate is a convenience, not a merge.
---
@@ -85,7 +90,7 @@ suite genuinely modular: this aggregate is a convenience, not a merge.
- **RimWorld 1.6.**
- **[Harmony](https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077)** — required (the
suite's Harmony-using code is Justice's prisoner-recreation patch and Ward's).
suite's Harmony-using code is Corrections' prisoner-recreation patch and Ward's).
- Install **Institution**, enable Harmony, and load Institution after it. That is the whole suite in
one mod; open the settings to toggle any layer.
@@ -94,5 +99,5 @@ separate install that bridges into the suite when both are present.
---
*The **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs · Ward. Designed and
built with substantial assistance from Claude (Anthropic).*
*The **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.
Designed and built with substantial assistance from Claude (Anthropic).*