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