Wiki: player-facing rewrite of every layer + add a scenario FAQ, linked from Home
This commit is contained in:
+53
-90
@@ -2,22 +2,22 @@
|
||||
|
||||
*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.
|
||||
This is the part that makes policing **govern** rather than merely clean up. Everything else in Justice
|
||||
reacts to one pawn: this reacts to 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:
|
||||
Every colony carries one order value:
|
||||
|
||||
| | |
|
||||
|---|---|
|
||||
| **Range** | `0.0` (lawless) … `1.0` (iron) |
|
||||
| **Baseline** | `0.5` — an ordinary colony |
|
||||
| **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** |
|
||||
|
||||
@@ -25,50 +25,40 @@ 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`) |
|
||||
| Event | Nudge |
|
||||
|---|---|
|
||||
| A crime, unanswered | **−0.08** |
|
||||
| Visible justice done (a punishment) | **+0.12** |
|
||||
|
||||
Both clamp the result to `[0, 1]`. Note the asymmetry: **punishment (+0.12) outweighs crime (−0.08)
|
||||
Both stay clamped to the 0–1 range. 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 same crime that moves the climate also marks the culprit's record — the offence that shifts the
|
||||
colony's mood is the one classification and parole will remember later. A punishment moves only the
|
||||
climate; the reform side of a punishment — how the offender themselves changes — 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 about **0.0015 every
|
||||
in-game while (roughly one nudge every 2500 ticks)** — which works out to:
|
||||
|
||||
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 ≈ 0.036**
|
||||
|
||||
```
|
||||
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.
|
||||
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:
|
||||
This is the loop. The climate is read back into every colonist's upbringing as a multiplier on their
|
||||
propensity:
|
||||
|
||||
```
|
||||
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 |
|
||||
| Order 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% |
|
||||
@@ -79,55 +69,42 @@ Nurture(pawn) = ... * DeterrenceFactor(pawn)
|
||||
|
||||
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
|
||||
- **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, 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*
|
||||
disposition at once. This is the multiplier that makes catching one pawn matter to the disposition of
|
||||
the rest.
|
||||
|
||||
### PolicingBootstrap — reconnecting the loop across the mod boundary
|
||||
### When it applies
|
||||
|
||||
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, `PolicingBootstrap` 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`.)
|
||||
This bending of behaviour only happens while **Policing is installed**. Core on its own reads a flat,
|
||||
neutral 1.0 — colonists are indifferent to order — and only Policing wires the climate into their
|
||||
disposition. A colonist who is off the map (in a caravan, in transit) has no local climate to read, so
|
||||
they fall back to neutral too.
|
||||
|
||||
---
|
||||
|
||||
## Worked example — a day at the institution
|
||||
|
||||
The colony starts at baseline `0.5` (factor `1.05`). Over one day:
|
||||
The colony starts at baseline 0.5 (factor 1.05). Over one day:
|
||||
|
||||
| Step | Event | `level` | Factor |
|
||||
| Step | Event | Order 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 |
|
||||
| 3 | Warden punishes A | 0.46 | 1.078 |
|
||||
| 4 | Warden punishes B | 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.
|
||||
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
|
||||
@@ -140,27 +117,13 @@ the room.
|
||||
- **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
|
||||
- **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).
|
||||
- **Push past baseline if you want calm.** Neutral disposition needs an order level of about 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 an order level of 0.3 every pawn is 1.19× more disposed; more
|
||||
crime follows, driving the level lower still. Break the cycle with punishments, not patience.
|
||||
|
||||
---
|
||||
|
||||
|
||||
Reference in New Issue
Block a user