Wiki: player-facing rewrite of every layer + add a scenario FAQ, linked from Home
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institution does to the people inside it, and the crime, policing, and justice that put them there.*
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Core is the engine every other Institution mod runs on. **On its own it changes nothing you can
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see** — no items, no jobs, no UI, no XML. It ships one small assembly and is completely inert until
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another Institution mod is installed on top of it. You install Core only because something else asks
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for it.
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see** — no items, no jobs, no new menus. It sits completely quiet until another Institution mod is
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installed on top of it. You install Core only because something else asks for it.
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This wiki documents what that engine actually computes, down to the exact numbers.
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This wiki explains what that hidden engine actually does once a mod above it puts it to work — down to
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the exact numbers, because knowing how the numbers move is half the fun of running a prison.
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---
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@@ -19,29 +19,29 @@ This wiki documents what that engine actually computes, down to the exact number
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That single sentence is the whole suite. Colonists, prisoners, and slaves drift toward crime on a
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continuous spectrum; a policing and justice layer discovers, catches, punishes, reforms, or paroles
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them. Core is where the *spectrum* lives as code — before anyone is caught, before there is a record
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to read, before there is a warden to search them.
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them. Core is where the *spectrum* itself lives — before anyone is caught, before there is a record to
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read, before there is a warden to search them.
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## Why a shared engine
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The propensity idea did not start abstract. It was written twice, concretely, in two different mods:
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the piss spree's `WouldFoulPeople` (which drunk, miserable pawn starts a mess) and the breakout's
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`WouldArmSelf` (which prisoner whittles a shiv when the door opens). Both asked the same real
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question — *would **this** pawn do it?* — and both answered it their own way.
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The propensity idea didn't start out abstract. It grew up twice, in two different mods: one deciding
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which drunk, miserable pawn starts a mess, and one deciding which prisoner whittles a shiv the moment a
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door opens. Both were asking the same real question — *would **this** pawn do it?* — and each answered
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it its own way, which meant they could disagree about who was dangerous.
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Core exists so they stop disagreeing. When the contraband system, the justice system, and the gang
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system all read one disposition engine, they agree about who is dangerous instead of each computing
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it from scratch and drifting apart. One pawn who is "the scary one" is the scary one to every module
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at once. That coherence — not any single number — is the point of a shared substrate.
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system all read one disposition engine, they agree about who is dangerous instead of each judging it
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separately and drifting apart. The pawn who is "the scary one" is the scary one to every part of the
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suite at once. That coherence — not any single number — is the point of a shared foundation.
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Core carries exactly the three things every Institution mod reads and none should own alone, and
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Core carries exactly the three things every Institution mod needs and none should own alone, and
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nothing else:
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| Pillar | Class | Answers | Page |
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|---|---|---|---|
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| **Propensity** | `Propensity` | *Would this pawn do it?* (nature × nurture, seeded) | [Propensity](Propensity.md) |
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| **Criminal record** | `CriminalRecord` | *What has this pawn actually done?* (one per-pawn history) | [Criminal Record](Criminal-Record.md) |
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| **Secured context** | `SecuredContexts` | *What kind of hold is this pawn under, and who may search them?* | [Secured Context](Secured-Context.md) |
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| Pillar | Answers | Page |
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|---|---|---|
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| **Propensity** | *Would this pawn do it?* (nature × nurture) | [Propensity](Propensity.md) |
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| **Criminal record** | *What has this pawn actually done?* (one history per pawn) | [Criminal Record](Criminal-Record.md) |
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| **Secured context** | *What kind of hold is this pawn under, and who may search them?* | [Secured Context](Secured-Context.md) |
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The distinction between the first two is the spine of the whole design: **propensity is suspicion, a
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record is fact.** Propensity says "this pawn *seems* dangerous"; a record says "this pawn *has*
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@@ -51,22 +51,23 @@ instead of on vibes.
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## The pages of this wiki
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- **[Propensity](Propensity.md)** — nature × nurture in full: the trait-weight table, the nurture
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multiplier ladder, the `Would()` formula with worked examples, and why the roll is seeded per pawn.
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- **[Criminal Record](Criminal-Record.md)** — every field, who writes and reads each, the
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`For` vs `PeekFor` distinction, how it persists, and why `reform` is the pivot of the suite.
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- **[Secured Context](Secured-Context.md)** — the Free / Prisoner / Slave kinds, `Of()` and
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`OnMap()`, `IsHeld` vs `CanConceal`, and why the suite keys off this instead of "prisoner."
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multiplier ladder, the disposition formula with worked examples, and why each pawn's roll is fixed
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rather than re-rolled.
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- **[Criminal Record](Criminal-Record.md)** — everything a record remembers, who fills in each part,
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how it persists across saves, and why *reform* is the pivot of the whole suite.
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- **[Secured Context](Secured-Context.md)** — the Free / Prisoner / Slave kinds, what counts as
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"held" versus what counts as "able to hide something," and why the suite keys off this instead of
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"is a prisoner."
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- **[Treatment Engine](Treatment-Engine.md)** — the shared rehabilitation maths: mark a condition
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treatable, reduce it by skill × facility quality per session, and build a recovery track toward
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discharge. Ward's psychiatric care and Justice's reform share this one engine.
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- **[Modder API](Modder-API.md)** — the public surface any mod can call, and the one seam
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(`Propensity.DeterrenceFactor`) that lets a justice layer feed back into disposition without Core
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ever depending on it.
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treatable, reduce it a little each session by skill and facility quality, and build a recovery track
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toward discharge. Ward's psychiatric care and Justice's reform run on this one engine.
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- **[Modder API](Modder-API.md)** — the "for modders" page: the tools any mod can call to build on
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Core. Players can skip it.
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## The suite
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Each mod stands alone as an install; together they form one system. Core is the leaf everything else
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depends on.
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Each mod stands alone as an install; together they form one system. Core sits underneath everything
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else.
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| Mod | What it adds | Needs |
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@@ -79,9 +80,8 @@ depends on.
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## Requirements & load order
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- **RimWorld 1.6.** Core references only the base game — no Harmony, no DLC, no other mod.
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- Load Core **before** any other Institution mod (`loadAfter` Ludeon.RimWorld only).
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- `packageId`: `flan.institution.core`.
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- **RimWorld 1.6.** Core needs only the base game — no Harmony, no DLC, no other mod.
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- Load Core **before** any other Institution mod in your mod list.
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---
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