Wiki: player-facing rewrite of every layer + add a scenario FAQ, linked from Home
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@@ -12,18 +12,17 @@ deterrence, discipline, parole, regime — without colony crime.
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## The loop
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```
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[crime] → [witnessed / investigated] → [weighed arrest (resist?)] → prison → … → parole → [recidivism]
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```
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**crime → witnessed / investigated → weighed arrest (resist?) → prison → … → parole → recidivism**
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Every stage reads the shared engine (`Propensity`, the `CriminalRecord`, the deterrence meter), so
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policing is not a bolt-on — it feeds the same record classification grades on and discipline reforms.
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Every stage draws on the same shared systems — each colonist's propensity, the one shared criminal
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record, the climate of order — so policing is not a bolt-on: the record it writes is the record
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classification grades on and discipline reforms.
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## Crime — and why small colonies stay honest
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Every ~40 seconds, each free colonist gets a seeded roll to offend. The base rate is low (`0.06`) and
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multiplied hard by nature × nurture — almost nobody with an ordinary disposition ever does anything.
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But it is *also* multiplied by **crime cover**:
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Every ~40 seconds, each free colonist gets a hidden roll to offend. The base chance is low (about
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6% per roll) and it is multiplied hard by nature × nurture — almost nobody with an ordinary
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disposition ever does anything. But it is *also* multiplied by **crime cover**:
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| Free colonists | Crime cover |
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|---|---|
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@@ -41,8 +40,7 @@ kleptomaniac steals, a bloodlusty pawn assaults, a pyromaniac vandalizes).
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## Consequences — the stakes
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A crime leaves a mark the colony can *see* (all wrapped defensively — a consequence that finds no
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target never breaks anything):
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A crime leaves a mark the colony can *see*:
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- **Theft** lifts a small stack of the colony's goods and the thief **pockets it**. RimWorld has no
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per-person property (stockpiles are communal), so theft is theft from the common store — but the
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@@ -58,30 +56,28 @@ target never breaks anything):
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## Witnesses and investigation
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A crime is not equally solvable. Colonists who were near enough to **see** it are witnesses, and each
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is a partial lead — a witnessed crime starts up to `0.8` of the way to solved before anyone lifts a
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is a partial lead — a witnessed crime starts up to 80% of the way to solved before anyone lifts a
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finger; an unseen one is a **cold case** worked from nothing.
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Investigation then accrues evidence toward `1.0` (naming the culprit) two ways:
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Investigation then builds evidence toward a full, named solve two ways:
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- **Ambient**, scaled by how many colonists the colony can spare (`~0.34` per check per unit of
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effort — a few investigated windows).
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- **The police work type.** Assign a colonist to *policing* and they walk to open **crime scenes** and
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work them, adding a chunk of evidence scaled by their Intellectual + Social skill. A sharp constable
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cracks cases fast; a colony that spares no one lets them go cold.
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- **Ambient** progress, scaled by how many colonists the colony can spare — a background trickle from
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everyone keeping an eye out, faster when the colony has people to spare.
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- **The policing work type.** Assign a colonist to *policing* and they walk to open **crime scenes**
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and work them, adding a chunk of evidence scaled by their Intellectual + Social skill. A sharp
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constable cracks cases fast; a colony that spares no one lets them go cold.
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## The weighed arrest
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A solved case does **not** mean an automatic arrest. Fellow-colonist cops will not gut the colony to
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jail someone over a petty crime — the arrest is a cost/benefit (`ShouldArrest`):
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```
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arrest ⇔ colony can afford a prison AND severity ≥ 1.5 + value × 3
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```
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jail someone over a petty crime — the arrest is a cost/benefit call, and it goes ahead only when both
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are true: the colony can **afford a prison**, and the crime is **serious enough** to clear a bar that
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rises with how valuable the culprit is.
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- **Severity** — the crime's kind (theft 1 · vandalism 1.5 · assault 2.5), escalated by the culprit's
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record (a rap sheet and prior escapes compound).
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- **Value** — 0..1 from the culprit's best skills. A star colonist raises the bar to ~4.5; an
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expendable one leaves it at ~1.5.
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- **Value** — 0..1 from the culprit's best skills. The bar sits at about 1.5 for an expendable pawn
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and climbs by three times the culprit's value — so a star colonist raises it to about 4.5.
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- **Capacity** — **below ~5 colonists, or with no prison bed, the colony arrests no one.** A prisoner
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plus a warden would cripple a small colony. Capacity ramps up as the colony grows.
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@@ -90,22 +86,21 @@ paid, unanswered, erodes the climate of order a little more (crime emboldens).
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## Resisting arrest
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The disposed do not go quietly (`WouldResist`, seeded nature × nurture):
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The disposed do not go quietly (seeded by nature × nurture):
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- **Comply** → taken in cleanly (they become a prisoner of the colony — imprisonment is direct, and it
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survives guest-management mods like Hospitality).
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- **Resist** → the violent turn **berserk**, the rest **flee**. A botched arrest becomes a crisis the
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colony must handle the hard way, and openly defying arrest emboldens the lawless.
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- **Subdued** → a resister the colony beats down is then **imprisoned** (auto-capture) — the resist
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path resolves to a cell once the colony wins the confrontation. One who flees the map gets away.
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- **Subdued** → a resister the colony beats down is then **imprisoned** — the resist path resolves to a
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cell once the colony wins the confrontation. One who flees the map gets away.
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## Prison riots
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When the climate of order **collapses** (deterrence at the floor) in a colony holding prisoners, a
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neglected prison boils over into a **riot**: disposed prisoners turn violent together, and the unrest
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shatters order further. A well-run colony (high deterrence) never sees one — a riot is the thing a
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badly-run institution *earns*. It ties the deterrence meter, the propensity engine, and the prison
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population into one emergent event.
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badly-run institution *earns*.
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## Recidivism, made visible
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