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
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# Deterrence — the feedback loop
*The connection that turns the pipeline into a cycle.*
This is the module that makes policing **govern** rather than merely clean up. Everything else in
Justice reacts to one pawn: this reactor's *state* is the whole colony, and it feeds **back** into
every pawn's disposition. Crime that goes unanswered emboldens everyone a little; visible justice
deters everyone a little. The reason to punish is not just this prisoner — it is the message it sends
the rest, and here that message is a number they all read.
---
## The climate of order
Every map carries a `MapComponent_Deterrence` holding one value:
| | |
|---|---|
| **Range** | `0.0` (lawless) … `1.0` (iron) |
| **Baseline** | `0.5` — an ordinary colony |
| **Below baseline** | crime pays; dispositions run **hot** |
| **Above baseline** | order holds; dispositions run **cool** |
It is nudged by two events and, left alone, forgets.
### The nudges
| Event | Source | Nudge | Written by |
|---|---|---|---|
| A crime, unanswered | `Justice.RecordCrime(perp)` | **−0.08** | Justice, Gangs (fights) |
| Visible justice done | `Justice.RecordPunishment(map)` | **+0.12** | Justice (`Discipline.Punish`) |
Both clamp the result to `[0, 1]`. Note the asymmetry: **punishment (+0.12) outweighs crime (−0.08)
by 1.5×.** A colony that answers every offence does not merely break even — it ratchets *above*
baseline into "order holds" territory. This is the deterrence dividend, and it is deliberate: justice
seen to be done buys more order than the crime cost.
`RecordCrime` also writes the record — it increments `crimesCommitted` and stamps `lastCrimeTick` on
the perpetrator — so the same event that moves the climate is the event classification and parole
later see. `RecordPunishment` moves only the climate; the *record* side of punishment (the reform
shift) is [Discipline](Discipline-and-Reform.md)'s job.
### The drift
```
every 2500 ticks: level = MoveTowards(level, 0.5, 0.0015)
```
Memory fades. With nothing happening, the climate creeps back toward ordinary at **0.0015 per step,
one step every 2500 ticks** — which works out to:
```
drift per in-game day = (60000 / 2500) * 0.0015 = 24 * 0.0015 = 0.036 / day
```
So a single unanswered crime (`−0.08`) takes roughly `0.08 / 0.036 ≈ 2.2 days` to heal on its own —
or one punishment (`+0.12`) to over-answer instantly. An iron colony you stop maintaining slides back
to baseline over about two weeks; it does not stay stern for free.
---
## The feedback — how it reaches every pawn
This is the loop. The climate is read back into `Propensity.Nurture` (in Core) as a multiplier:
```
DeterrenceFactor(pawn) = Lerp(1.3, 0.7, level) // = 1.3 - 0.6 * level
Nurture(pawn) = ... * DeterrenceFactor(pawn)
```
| `level` | Factor | Effect on every pawn's disposition |
|---|---|---|
| 0.00 (lawless) | **1.300** | +30% hotter — crime pays, everyone feels it |
| 0.30 | 1.120 | +12% |
| **0.50 (baseline)** | **1.000** | **neutral — a default colony sits exactly here** |
| 0.70 | 0.880 | −12% |
| 0.90 | 0.760 | −24% |
| 1.00 (iron) | **0.700** | −30% cooler — order holds, everyone calms |
Two things to notice:
- **Baseline is the neutral point, by design.** A default colony sits at `0.5`, which is a factor of
exactly `1.0` — ordinary order neither inflames nor calms. That symmetry is deliberate. If baseline
ran hot (as an earlier tuning did), ordinary order would nudge propensity up, breed a little more
crime, drop order, and feed a slow runaway. Neutral-at-baseline means only a colony that lets order
*slide below* ordinary earns the hot multiplier, and only one that pushes *above* it earns the calm.
- **The swing is `0.7×` to `1.3×`, symmetric around `1.0`** — a `±30%` spread applied to *everyone's*
nurture at once. This is the multiplier that makes catching one pawn matter to the disposition of
the rest.
### JusticeBootstrap — reconnecting the loop across the mod boundary
Core keeps `Propensity.DeterrenceFactor` as a neutral seam — a `Func<Pawn,float>` that returns `1f`
until something fills it. Core alone never has to know Justice exists; that one seam is what lets Core
stay a dependency-free leaf while the deterrence loop runs *through* it.
At startup, `JusticeBootstrap` fills the seam:
```csharp
Propensity.DeterrenceFactor = pawn => {
var d = pawn?.Map?.GetComponent<MapComponent_Deterrence>();
return d != null ? Mathf.Lerp(1.3f, 0.7f, d.Level) : 1f; // neutral (1.0) at baseline 0.5
};
```
So **only when Justice is installed** does the climate bend disposition; without it, Core reads a flat
`1.0` and pawns are indifferent to order. This is the deterrence feedback loop, reconnected across the
mod boundary without Core ever depending on the justice layer. (If the pawn is off-map — caravan, in
transit — there is no map component, and the factor falls back to a neutral `1.0`.)
---
## Worked example — a day at the institution
The colony starts at baseline `0.5` (factor `1.05`). Over one day:
| Step | Event | `level` | Factor |
|---|---|---|---|
| start | — | 0.50 | 1.050 |
| 1 | Prisoner A shanks a guard (crime, unanswered) | 0.42 | 1.106 |
| 2 | Prisoner B foments trouble (crime, unanswered) | 0.34 | 1.162 |
| 3 | Warden punishes A (`RecordPunishment`) | 0.46 | 1.078 |
| 4 | Warden punishes B (`RecordPunishment`) | 0.58 | 0.994 |
| overnight | nothing happens, drift ≈ −0.036 toward 0.5 | 0.544 | 1.019 |
Two crimes cost `−0.16`; two punishments returned `+0.24`. The colony ends the day at `0.58` —
**above** where it started — because punishment out-answers crime. Every pawn's disposition dipped
hotter as the crimes landed (`1.05 → 1.16`) and then cooled below neutral once order was reasserted
(`0.994`). By morning the drift has begun erasing the gain, and if nothing keeps the pressure on, the
colony sinks back to its slightly-hot baseline over the next couple of weeks.
That arc — hot when crime pays, cool when justice is seen, forgetful when neither happens — is the
whole reason discipline is not inert. You are not punishing a pawn; you are setting the temperature of
the room.
---
## How to play with deterrence
- **Answer crime, visibly and promptly.** Each punishment is worth 1.5 crimes of order. A colony that
reliably punishes climbs *above* baseline and cools everyone; a colony that lets offences slide
sinks below and heats everyone — a spiral, because hotter pawns commit more crime.
- **Don't coast on a past crackdown.** The climate drifts back to baseline at `0.036/day`. Order is a
maintenance cost, not a one-time purchase.
- **Push past baseline if you want calm.** Neutral disposition needs `level ≈ 0.571`; ordinary
(`0.5`) still runs 5% hot. A steady rhythm of caught-and-punished offences is what holds you there.
- **A lawless spell is self-feeding.** At `level 0.3` every pawn is `1.19×` more disposed; more crime
follows, driving the level lower still. Break the cycle with punishments, not patience.
---
## For modders
```csharp
Justice.RecordCrime(perpetrator); // -0.08 climate, +1 crime, stamps lastCrimeTick
Justice.RecordPunishment(map); // +0.12 climate
float level = map.GetComponent<MapComponent_Deterrence>().Level; // raw 0..1
```
`RecordCrime` is the writer any module calls when a pawn does something the colony would police —
Institution: Gangs calls it on rival fights, for instance. `RecordPunishment` is called by
`Discipline.Punish`. The component and statics live in the `Contraband` namespace (shared across the
suite since Justice's extraction from Contraband).
---
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs. Developed
with substantial assistance from Claude (Anthropic).*
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# Institution: Policing
*The enforcement and order layer — the pre-arrest half of the law — of the **Institution** suite of
RimWorld 1.6 mods.*
Vanilla RimWorld keeps a rap sheet no one reads, and your own colonists never break the law. Policing
gives the colony a **climate of law and order** over the shared criminal record: colonists offend on a
seeded propensity spectrum, the law catches them, and catching one changes the disposition of the rest.
> **Catching and punishing one pawn changes the disposition of the rest.**
That is the difference between enforcement that *cleans up* and enforcement that **governs** — the
reason to punish an offender is the message it sends everyone else quietly deciding whether crime pays.
---
## The pages
| Page | What it covers |
|---|---|
| **[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. |
| **[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. |
At load, **`PolicingBootstrap`** fills the neutral deterrence seam Core leaves open — reconnecting the
feedback loop across the mod boundary without Core ever depending on the policing layer.
---
## The one shared record
Policing keeps no per-pawn crime state of its own. It reads and writes the single `CriminalRecord` that
**Institution: Core** holds for every pawn — the same record Contraband, Corrections, and the gang
systems read. `RecordCrime` writes the `crimesCommitted` / `lastCrimeTick` columns; Corrections grades
and reforms over the same numbers.
---
## Requirements & load order
- **RimWorld 1.6**
- **Institution: Core** — required (the propensity/record engine)
- **Harmony** — required
- Load **after** Core and Harmony.
The prison half — classification, discipline, reform, parole, regime — lives in **Institution:
Corrections**, which depends on this layer for the shared climate of order. A future **Judiciary** layer
(a court that tries and sentences) is reserved as a Core seam; today an arrest imprisons directly.
---
*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).*
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# Policing — the pre-arrest half
*The other half of the loop. Where the rest of Justice deals with people the colony has already
caught, **policing** is what happens before the cell door: your own colonists commit crimes on the
propensity spectrum, the colony investigates, and — sometimes — arrests.*
It is a big behavioural change (your colonists become potential criminals), so it has **its own
toggle** in the mod settings, on by default. Turn it off to run the rest of Justice — classification,
deterrence, discipline, parole, regime — without colony crime.
---
## The loop
```
[crime] → [witnessed / investigated] → [weighed arrest (resist?)] → prison → … → parole → [recidivism]
```
Every stage reads the shared engine (`Propensity`, the `CriminalRecord`, the deterrence meter), so
policing is not a bolt-on — it feeds the same record classification grades on and discipline reforms.
## Crime — and why small colonies stay honest
Every ~40 seconds, each free colonist gets a seeded roll to offend. The base rate is low (`0.06`) and
multiplied hard by nature × nurture — almost nobody with an ordinary disposition ever does anything.
But it is *also* multiplied by **crime cover**:
| Free colonists | Crime cover |
|---|---|
| ≤ 3 | 0.15 |
| ~8 | ~0.6 |
| ≥ 13 | 1.0 |
In a tight 2–3 pawn colony everyone knows everyone and retribution is certain even without a jail, so
crime is **rare**; a larger, more anonymous colony offers cover. This is a deliberate inversion of the
naive "no enforcement → more crime": a small colony is kept honest by its own closeness, not by a
constable.
A crime is one of **theft**, **vandalism**, or **assault** — leaning on who the culprit is (a
kleptomaniac steals, a bloodlusty pawn assaults, a pyromaniac vandalizes).
## Consequences — the stakes
A crime leaves a mark the colony can *see* (all wrapped defensively — a consequence that finds no
target never breaks anything):
- **Theft** lifts a small stack of the colony's goods and the thief **pockets it**. RimWorld has no
per-person property (stockpiles are communal), so theft is theft from the common store — but the
culprit now physically carries what they took, a natural evidence trail a search can pick up.
- **Vandalism** damages a nearby colony building.
- **Assault** gives a nearby colonist a light, down-safe knock — and the culprit chooses their mark
**wisely**: someone they resent (motive), who is weak (little retribution), and unwatched (few
witnesses).
- **Relationships fray.** An assault victim thinks much worse of their attacker immediately (they saw
who did it); and when investigation *names* a culprit, the whole colony's opinion of them drops.
- The colony is **notified** a crime happened — culprit unknown.
## Witnesses and investigation
A crime is not equally solvable. Colonists who were near enough to **see** it are witnesses, and each
is a partial lead — a witnessed crime starts up to `0.8` of the way to solved before anyone lifts a
finger; an unseen one is a **cold case** worked from nothing.
Investigation then accrues evidence toward `1.0` (naming the culprit) two ways:
- **Ambient**, scaled by how many colonists the colony can spare (`~0.34` per check per unit of
effort — a few investigated windows).
- **The police work type.** Assign a colonist to *policing* and they walk to open **crime scenes** and
work them, adding a chunk of evidence scaled by their Intellectual + Social skill. A sharp constable
cracks cases fast; a colony that spares no one lets them go cold.
## The weighed arrest
A solved case does **not** mean an automatic arrest. Fellow-colonist cops will not gut the colony to
jail someone over a petty crime — the arrest is a cost/benefit (`ShouldArrest`):
```
arrest ⇔ colony can afford a prison AND severity ≥ 1.5 + value × 3
```
- **Severity** — the crime's kind (theft 1 · vandalism 1.5 · assault 2.5), escalated by the culprit's
record (a rap sheet and prior escapes compound).
- **Value** — 0..1 from the culprit's best skills. A star colonist raises the bar to ~4.5; an
expendable one leaves it at ~1.5.
- **Capacity** — **below ~5 colonists, or with no prison bed, the colony arrests no one.** A prisoner
plus a warden would cripple a small colony. Capacity ramps up as the colony grows.
So a petty crime by your only doctor → they walk. A murder → arrested regardless. And a crime that
paid, unanswered, erodes the climate of order a little more (crime emboldens).
## Resisting arrest
The disposed do not go quietly (`WouldResist`, seeded nature × nurture):
- **Comply** → taken in cleanly (they become a prisoner of the colony — imprisonment is direct, and it
survives guest-management mods like Hospitality).
- **Resist** → the violent turn **berserk**, the rest **flee**. A botched arrest becomes a crisis the
colony must handle the hard way, and openly defying arrest emboldens the lawless.
- **Subdued** → a resister the colony beats down is then **imprisoned** (auto-capture) — the resist
path resolves to a cell once the colony wins the confrontation. One who flees the map gets away.
## Prison riots
When the climate of order **collapses** (deterrence at the floor) in a colony holding prisoners, a
neglected prison boils over into a **riot**: disposed prisoners turn violent together, and the unrest
shatters order further. A well-run colony (high deterrence) never sees one — a riot is the thing a
badly-run institution *earns*. It ties the deterrence meter, the propensity engine, and the prison
population into one emergent event.
## Recidivism, made visible
The loop closes on itself: a pawn hardened in prison (negative reform) runs a higher propensity and
reoffends. When investigation names a culprit the colony had **paroled**, it says so out loud — the
recidivism loop turning in the open, the payoff for everything classification, discipline, and parole
did upstream.
---
Part of **Institution: Justice**, in the Institution suite. AI disclosure: developed with substantial
assistance from Claude (Anthropic).