Move AI attribution to a single NOTICE file
Per the updated project policy, AI/Claude attribution lives in exactly one NOTICE file per repo and nowhere else -- removed it from the About description, README, wiki, and roadmap.
This commit is contained in:
@@ -21,8 +21,6 @@ Turn any layer off in Options -> Mod Settings and it goes inert immediately.
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Requires Harmony (for the recreation feature). The suite's shared Core engine ships inside this mod, so there is no separate dependency to install. Pairs with the standalone Institution: Ward (psychiatric commitment) and Foul Play (the vessel/substance framework, which bridges in).
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Part of the Institution suite.
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AI disclosure: developed with substantial assistance from Claude (Anthropic).
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</description>
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<modDependencies>
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<li>
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@@ -0,0 +1,5 @@
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Institution
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Part of the Institution suite for RimWorld 1.6.
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Developed with substantial assistance from Claude (Anthropic).
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@@ -74,6 +74,3 @@ RimWorld reference assemblies (no game install needed). Runs on the self-hosted
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Foul Play, Contraband, and Ward; the split-out **Core**, **Justice**, and **Gangs** build clean and
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are exercised by the full-stack harness, with per-repo CI workflows still to be added.
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## AI disclosure
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Designed and built with substantial assistance from Claude (Anthropic).
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@@ -533,6 +533,3 @@ Zero hard dependencies anywhere: Foul Play stands alone, Contraband is optional
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`LoadFolders` bridge loads only when both are present), Ward stands alone, and every DLC/mod
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tie-in is `MayRequire`. No suite mod requires another suite mod or any third-party mod.
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## AI disclosure
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Designed and built with substantial assistance from Claude (Anthropic).
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+1
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@@ -99,5 +99,4 @@ separate install that bridges into the suite when both are present.
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---
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*The **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.
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Designed and built with substantial assistance from Claude (Anthropic).*
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*The **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
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@@ -125,4 +125,4 @@ than silent.
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
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Ward. Each stands alone; together they interlock.*
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*Developed with substantial assistance from Claude (Anthropic).*
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**
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@@ -227,4 +227,4 @@ who died or left take their secrets with them, and a null key would throw on the
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
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Ward. Each stands alone; together they interlock.*
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*Developed with substantial assistance from Claude (Anthropic).*
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**
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@@ -138,4 +138,4 @@ plugs into. See [Compatibility](Compatibility.md).
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
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Ward. Each stands alone; together they interlock.*
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*Developed with substantial assistance from Claude (Anthropic).*
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**
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@@ -127,4 +127,4 @@ Each mod stands alone as an install; together they form one system.
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
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Ward. Each stands alone; together they interlock.*
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*Developed with substantial assistance from Claude (Anthropic).*
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**
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@@ -200,4 +200,4 @@ instead of weapon stats, and its purpose is a tunnel rather than a fight. See [T
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
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Ward. Each stands alone; together they interlock.*
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*Developed with substantial assistance from Claude (Anthropic).*
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**
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@@ -175,4 +175,4 @@ the *last* one on the way out.
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
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Ward. Each stands alone; together they interlock.*
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*Developed with substantial assistance from Claude (Anthropic).*
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**
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@@ -195,4 +195,4 @@ route the warden. See [Compatibility](Compatibility.md).
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
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Ward. Each stands alone; together they interlock.*
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*Developed with substantial assistance from Claude (Anthropic).*
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**
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@@ -162,4 +162,4 @@ without threading a reference through every caller. If no game is loaded (no com
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---
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*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*
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*Part of the **Institution** suite.*
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+1
-1
@@ -85,4 +85,4 @@ depends on.
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---
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*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*
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*Part of the **Institution** suite.*
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@@ -230,4 +230,4 @@ decoupling, and it is why Core can sit at the bottom of the suite with zero depe
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---
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*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*
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*Part of the **Institution** suite.*
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@@ -262,4 +262,4 @@ and that pattern is stable across the whole game.
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---
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*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*
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*Part of the **Institution** suite.*
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@@ -150,4 +150,4 @@ instead of the label.
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---
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*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*
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*Part of the **Institution** suite.*
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@@ -156,4 +156,4 @@ The point, exactly as with propensity: one engine, two states, no drift.
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---
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*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*
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*Part of the **Institution** suite.*
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@@ -112,4 +112,4 @@ nothing.
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---
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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*AI disclosure: developed with substantial assistance from Claude (Anthropic).*
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**
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+1
-1
@@ -86,4 +86,4 @@ Each mod stands alone as an install; together they form one system.
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---
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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*AI disclosure: developed with substantial assistance from Claude (Anthropic).*
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**
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@@ -131,4 +131,4 @@ You do not fight the gang system. You lower nurture, which lowers the product, w
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---
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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*AI disclosure: developed with substantial assistance from Claude (Anthropic).*
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**
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@@ -117,4 +117,4 @@ only the warden and any stash you missed keeps circulating.
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---
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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*AI disclosure: developed with substantial assistance from Claude (Anthropic).*
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**
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@@ -113,4 +113,4 @@ lowers it again.
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---
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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*AI disclosure: developed with substantial assistance from Claude (Anthropic).*
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**
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@@ -310,7 +310,3 @@ and **Foul Play**. Each stands alone; together they interlock. A committed patie
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prisoner rail the rest of the suite polices, so a psychiatric ward is also a secure context where a
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patient can conceal and improvise contraband exactly as a prisoner can.
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## AI disclosure
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This mod was developed with substantial assistance from Claude (Anthropic), including the
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compatibility analysis, the def and C# implementation, and the test harness.
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@@ -110,9 +110,3 @@ Reference sibling mods by name — the mods are separate repositories and cross-
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---
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## AI disclosure
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This mod was developed with substantial assistance from Claude (Anthropic), including the
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compatibility analysis, the def and C# implementation, and the test harness. This disclosure lives
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in the repository (About.xml, README, and here); it is deliberately not repeated as commit-message
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attribution.
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@@ -279,7 +279,3 @@ Ward** — in dependency order, alongside the most-subscribed psych/prison Works
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game. Ward carries it because Ward's design *is* a compatibility claim, and a claim like that is worth
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nothing until it's run.
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## AI disclosure
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This mod was developed with substantial assistance from Claude (Anthropic), including the
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compatibility analysis, the def and C# implementation, and the test harness.
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