Wiki: player-facing rewrite of every layer + add a scenario FAQ, linked from Home

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flan
2026-07-16 02:18:25 +00:00
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32 changed files with 1654 additions and 2510 deletions
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@@ -23,7 +23,7 @@ If you run **Prisoner Realism**, its *Ringleader* system already models a domina
unrest and mood contagion through a wing. That system is good, and Gangs does not touch it. Ringleader
owns *influence and mood*.
Gangs owns the thing Ringleader has no equivalent for: **the network as a logistics graph.** Contraband
Gangs owns the thing Ringleader has no equivalent for: **the network as a supply chain.** Contraband
physically changes hands along social lines. A stash on one pawn is a stash available to the whole
gang. The two systems are complementary — run both. Ringleader tells you *who stirs the pot*; Gangs
tells you *how the shivs get around*.
@@ -36,7 +36,7 @@ dependencies:
| It asks... | ...and the answer comes from |
|---|---|
| *Who is disposed enough to join?* | **Institution: Core** — `Nature × Nurture`, the shared propensity engine |
| *Who is disposed enough to join?* | **Institution: Core** — the propensity engine that scores each pawn's Nature and Nurture |
| *What do they move?* | **Institution: Contraband** — concealment, stashes, search, and the bent-warden supply route |
| *Where does a fight get booked, and how are rivals kept apart?* | **Institution: Justice** — the crime/deterrence loop, and Classification's segregation |
@@ -45,10 +45,11 @@ Contraband's stashes, and Justice's policing all cash out at once.
## A healthy colony grows few gangs — or none
This is the thesis, and it is enforced in the numbers, not just the flavour. Membership is gated at
`Nature × Nurture ≥ 0.9` — a high bar on purpose. A disposed pawn who is **well-kept and
well-policed** does not band up: their nurture multiplier stays low, and deterrence pulls it lower
still. It takes a foul streak (nature) *and* a badly-run situation (nurture) at the same time.
This is the thesis, and it is enforced in the numbers, not just the flavour. Membership is gated at a
Nature × Nurture score of **0.9 or higher** — a high bar on purpose. A disposed pawn who is
**well-kept and well-policed** does not band up: their nurture multiplier stays low, and deterrence
pulls it lower still. It takes a foul streak (nature) *and* a badly-run situation (nurture) at the
same time.
So a gang problem is a **symptom**. It is the game telling you that a wing is mistreated, under-policed,
or both. The fix is never "fight the gang system" — it is to run a better prison. Feed them, give them
@@ -58,32 +59,30 @@ recreation, keep deterrence high, segregate rivals, and the networks starve on t
## The pages
- **[Joining](Joining.md)** — `WouldJoin = Nature × Nurture ≥ 0.9`: why the bar is high, why good
treatment and deterrence keep pawns *out*, and how the 5000-tick check works for every kind of pawn.
- **[Networks and Smuggling](Networks-and-Smuggling.md)** — `MoveWithin`: how a holder resupplies a
needy gangmate, the *same-gang + can-reach* rule, why this defeats a single search, and how a bent
warden refills a starved network from outside.
- **[Rivalry and Fights](Rivalry-and-Fights.md)** — `AreRivals` and `RecordFight`: how a gang fight is
booked as a crime through Justice, why inside-the-wire and out-on-the-street are the same offence,
and how it feeds deterrence.
- **[Affiliations and Segregation](Affiliations-and-Segregation.md)** — `SharesAffiliation` plus
*same room* as the formation rule, why rival factions become rival gangs, and how Classification's
segregation is the counter-play that starves a network which cannot reach itself.
- **[Joining](Joining.md)** — why the join bar (Nature × Nurture ≥ 0.9) is high, why good treatment and
deterrence keep pawns *out*, and how membership is re-checked for every kind of pawn.
- **[Networks and Smuggling](Networks-and-Smuggling.md)** — how a holder resupplies a needy gangmate,
the *same-gang-and-can-reach* rule, why this defeats a single search, and how a bent warden refills a
starved network from outside.
- **[Rivalry and Fights](Rivalry-and-Fights.md)** — how a gang fight is booked as a crime through
Justice, why inside-the-wire and out-on-the-street are the same offence, and how it feeds deterrence.
- **[Affiliations and Segregation](Affiliations-and-Segregation.md)** — shared faction, faith, or
friendship plus *same room* as the formation rule, why rival factions become rival gangs, and how
Classification's segregation is the counter-play that starves a network which cannot reach itself.
## The suite
Part of the **Institution** suite of RimWorld 1.6 mods:
- **Institution: Core** — the propensity engine (`Nature × Nurture`), criminal records, secured context.
- **Institution: Core** — the propensity engine (Nature × Nurture), criminal records, secured context.
- **Institution: Contraband** — concealment, improvised shivs, tunnels, warden search and corruption.
- **Institution: Justice** — Classification, Deterrence, Discipline, Parole, Regime.
- **Institution: Gangs** — this mod: joining, networks/smuggling, rivalry/fights.
Sibling projects: **Foul Play** (the vessel/substance framework and the "Piss Nuke") and **Ward** (the
test harness and a ward/treatment prison mode).
Sibling projects: **Foul Play** (the vessel/substance framework and the "Piss Nuke") and **Ward** (a
ward/treatment prison mode).
Each mod stands alone as an install; together they form one system.
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
**