Wiki: player-facing rewrite of every layer + add a scenario FAQ, linked from Home
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# FAQ — handling what Institution throws at you
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New situations the suite introduces, and what to actually do about them. Grouped by where the trouble
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comes from. Every layer is a checkbox in **Options → Mod Settings** — if a whole category of problem
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isn't for you, turn that layer off and it stops immediately.
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---
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## Escapes & contraband
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**A prisoner is digging a tunnel under my wall!**
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Order a warden to **search** them — a search can turn up the digging tool and end the tunnel, and a
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half-dug shaft is easier to spot than the pick that started it. Tunnels take days, so you have time.
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Prevention: house dangerous prisoners in **interior** cells with no short line to the wilderness, and
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keep them searched. See [Tunnels](contraband/Tunnels.md) and [Warden Search](contraband/Warden-Search.md).
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**My prisoner keeps having a shiv / weapon on them.**
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Contraband is hidden — you won't see it in the gear tab; that's the point. Order **searches**, and
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search the *likely* prisoner first: a prisoner with a bad record and a gnawed bed is the one to turn
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over. If searches keep coming up empty but weapons keep appearing, suspect a **bent warden** or a
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**gang** resupplying them (below). See [Concealment & Intake](contraband/Concealment-and-Intake.md).
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**Where is all this contraband coming from? I keep searching!**
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Three doors: prisoners **make** it (from their cell's own furniture), a **bent warden** smuggles it in,
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or a **gang** moves it from a stashed member to a searched one. Deny the materials (barer cells), watch
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your wardens, and **segregate** gang rivals so the network can't reach across the wing.
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**One of my wardens is corrupt / letting things through.**
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Warden corruption is a hidden disposition — a greedy or low-conduct colonist makes a leakier warden and
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may even smuggle. You can't get a clean readout, so if a wing stays dirty no matter how you search,
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rotate who wardens it. See [Corruption](contraband/Corruption.md).
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---
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## Prisoners who won't reform
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**I'm warding a prisoner but their reform isn't moving.**
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Reform only moves when a warden actually runs **rehabilitation** sessions — assign a warden to the
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prisoner and let them work. A **better cell** (more impressive) and a **higher-Social** warden reform
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faster; a bare cell and a rookie crawl. Don't leave a flagged prisoner untended: **neglect hardens**
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them. See [Rehabilitation](corrections/Rehabilitation.md).
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**A prisoner is "prisonized" / getting worse the longer I hold them.**
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Harsh **discipline** (solitary) raises the colony's order but **hardens** the prisoner — held long and
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handled roughly, they turn more dangerous, not less. If you want them out reformed, counsel more and
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discipline less. Discipline is a tool for *order*, not for *rehabilitation*. See
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[Discipline & Reform](corrections/Discipline-and-Reform.md).
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**How do I actually release a reformed prisoner?**
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Set their interaction mode to **Parole**. They go free when their **reform** is high enough **and** their
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**security grade** is low enough (a Supermax pawn won't parole). With Ideology, an execution-happy
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ideoligion sets a *high* bar (paroles rarely); an execution-abhorring one lets them out readily. A
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"Ready for parole" alert tells you when one qualifies. See [Parole](corrections/Parole.md).
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---
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## Classification & housing
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**I got a "dangerous prisoner unsecured" alert.**
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A high-grade prisoner (Maximum/Supermax) is being held somewhere too weak for their grade — in the open,
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or sharing a cell. Move them to a stronger wing. Place a wall-mounted **security marker** to grade a
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whole cell block at once, then the game knows which prisoners are misplaced. See
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[Classification](corrections/Classification.md).
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**A prisoner is miserable and I don't know why.**
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Two common Institution causes: they're **caged with a dangerous cellmate** (cell-safety mood hit — give
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them a solo cell) or they're on a **Lockup** schedule with no recreation. Give dangerous prisoners their
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own cells and hand prisoners some **Yard** time. See [Regime](corrections/Regime.md).
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---
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## Colony crime (Policing layer)
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**My own colonists are committing crimes now!**
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That's the **Policing** layer — colonists offend on the same propensity spectrum as everyone else, more
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often when they're mistreated, dangerous by nature, or living in a big anonymous colony. Keep colonists
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happy and the colony tight and it's rare. If you don't want colony crime at all, turn off the
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**Policing** toggle and the rest of the suite keeps working. See [Policing](policing/Policing.md).
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**A crime happened but no one was caught.**
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Witnesses and a **constable's** investigation accrue evidence over time before a culprit is named — give
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it a few days and assign someone capable to police work. Not every crime is solved. See
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[Policing](policing/Policing.md).
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**I don't want to arrest my star colonist over a petty theft.**
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You often won't have to — arrests are **weighed**: a valuable colonist and a minor crime tips toward
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letting it slide, and a small colony (or no free prison bed) won't arrest at all. And a disposed culprit
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may **resist** the arrest and try to break out.
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**A riot broke out!**
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The colony's **climate of order** collapsed. Order falls when crime goes unanswered and rises with
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**visible justice** — arrests and discipline. Riots only catch when order is already low, so the fix is
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to stop letting crime pay: catch and punish, and order recovers. See [Deterrence](policing/Deterrence.md).
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**Why does punishing one prisoner seem to calm the whole colony?**
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By design — the order climate feeds back into **everyone's** disposition. Catching and punishing one
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pawn deters the rest a little; letting crime slide emboldens them. That feedback is the whole point of
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the suite. See [Deterrence](policing/Deterrence.md).
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---
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## Gangs
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**A gang formed in my prison.**
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Gangs are a **symptom of a badly-run colony** — disposed prisoners band together along ties they already
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share. The counter-play is the rest of the suite: **segregate** rivals into different wings (a network
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whose members can't reach each other is starved), keep prisoners reformed, and don't let contraband
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flow. A well-run colony grows few gangs, if any. See [Joining](gangs/Joining.md) and
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[Affiliations & Segregation](gangs/Affiliations-and-Segregation.md).
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**Two prisoners keep fighting.**
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Rival-gang brawls are booked as **crimes** — they land on the attacker's record and erode the colony's
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order, so they matter beyond the moment. Segregating the rivals is how you stop it. See
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[Rivalry & Fights](gangs/Rivalry-and-Fights.md).
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---
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## Psychiatric care (Ward layer)
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**A prisoner broke mentally — I'd rather treat them than punish them.**
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Commit them to the **Ward**: sustained counselling reduces the disorder that broke them and builds a
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recovery track toward **discharge**. It's the other door out of the prison — recovery instead of
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punishment. Don't neglect a committed patient, or they deteriorate. A **sedative** can calm a patient
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who's about to break. See [Commitment](ward/Commitment.md).
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---
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## Settings & compatibility
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**This is too much / I only want part of it.**
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Every layer is independent. Open **Options → Mod Settings → Institution** and untick any of Contraband,
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Policing, Corrections, Gangs, or Ward. The one you turn off goes inert immediately; the rest still work.
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**Does it play nice with other prison / psychiatry mods?**
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Yes — Institution rides vanilla's own prisoner rail and is tested against the popular psych/prison mods.
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It extends rather than replaces, so it coexists with the mods that own the parts it doesn't. Ward in
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particular is built to sit alongside Hospitality, Psychology, Rim Disorders and friends.
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**Do I need anything else?**
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Just **[Harmony](https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077)**. The shared Core
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engine ships inside the mod. **Foul Play** (a separate mod) bridges in if you also run it.
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---
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*Back to the [Wiki home](Home.md).*
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