diff --git a/ROADMAP.md b/ROADMAP.md index e6354ef..84318ab 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -208,24 +208,33 @@ ideology-driven *decision*, not another timer. --- -## Gangs +## Gangs — as contraband economies (NOT mood) -Untouched by any mod. Prisoners (and colonists) form gangs / factions with rivalries that drive -violence and run contraband networks. Ties to disposition (who joins), contraband (what they move), +Re-scoped 2026-07-15: Prisoner Realism's **Ringleader** already owns mood contagion from a dominant +prisoner, and it is good — so we do not touch mood. Our gap is the **contraband network**: prisoners +(and colonists) form factions that *move contraband* — a supply chain with a supplier, runners, and a +tax, where segregating rivals (Classification) starves a network and a bent warden (Corruption) feeds +one. Ties to disposition (who joins), contraband (what they move, the one system PR has nothing like), and classification (segregate rivals). The richest, latest module — build after the loop works. --- ## Build order (fills the meta-gap: don't build it all at once) -1. **The crime loop core** — discover + witnesses + investigate + attribute. Without it the whole +1. **The crime loop core** — discover + witnesses + investigate + attribute, applied to **free + colonists** (the uncontested gap: vanilla+PR already handle prisoner arrest). Without it the whole crime thesis is inert. Build *before* individual crime types. 2. **Regime** — schedule (vanilla Restrict) + one or two modest needs. Cheap, high-value, and it feeds the disposition engine (neglect → crime). 3. **Visitation** — greenfield, thematically strong for the ward, doubles as a contraband route. -4. **Parole / discharge / manumission** — gives Ward and good behaviour a payoff; ideology-driven. -5. **Classification**, then **punishment-orders**, then **corruption**. -6. **Gangs** — last; needs the rest in place. +4. **Parole / discharge / manumission** — the *release decision*, ideology-driven (the return + outcome is Prisoner Realism's Recidivism, not ours). Gives Ward and good behaviour a payoff. +5. **Classification** (a router that reads the record + propensity and assigns a tier), then + **punishment-orders**, then **corruption**. +6. **Gangs** as contraband economies — last; needs the rest in place. + +Cut on 2026-07-15 (Prisoner Realism owns them, and it is good): reintegration/recidivism, the +isolation toll, mood-contagion gangs. We coexist with all three; we rebuild none. Already in flight (Contraband/Foul Play): hooch, improvised weapons, fire-starter, escape tools, intake search, secure areas. See [Contraband ROADMAP](https://git.onetick.ninja/flan/rimworld-contraband). @@ -283,17 +292,54 @@ What this changes vs. a naive "defer to whoever got there first": - **Recreation is ours to enable.** Prisoner Recreation (38k) and Prisoner Realism (11k) ship no custom need — they just flip on the *vanilla Joy need* for prisoners. We do the same in our needs system: idempotent, coexists, zero dependency, no citing. -- **Release-outcome / recidivism** — build a modest self-complete version (reformed → less return; - abused → returns hostile). Prisoner Realism's deeper recidivism coexists; we don't require it. -- **Solitary/isolation consequence** — a light version of our own so Discipline is self-complete; - Realism's deeper toll coexists. -- **Escape** is already self-complete: vanilla mental-break breaks + our disposition-driven arming - + our patient tunnel. Realism's lockpick/ringleaders are enhancements on top, not gaps we leave. +- **Release-outcome / recidivism → DEFER ENTIRELY to Prisoner Realism.** (Revised after the + 2026-07-15 deep scan below.) PR's Recidivism is a genuinely good, complete sim — a released or + escaped prisoner returns much later as a grateful ally or a vengeful raider, scaled by how they + were treated. Rebuilding even a "modest" version would duplicate good work. Our Parole module's + *crucial loop* is the **release decision itself** (ideology-driven), and that is self-complete: a + released pawn simply leaves (vanilla). The *return outcome* is not our loop to close — it lights + up for free when PR is present and is simply absent otherwise. No dependency, nothing rebuilt. +- **Solitary / isolation toll → DEFER to Prisoner Realism.** PR's Solitary is a full 3-tier + deterioration hediff with a Ringleader counterplay. Our Classification module does NOT + reimplement the toll; it is a **router** — it reads the shared record + propensity and *assigns* + the security tier (including whether to isolate). PR (or vanilla) then supplies the consequence of + that assignment. Routing is the gap; the isolation sim is not. +- **Escape** is self-complete: vanilla mental-break breaks + our disposition-driven arming + our + **contraband-tool wall-cut**, which is scoped precisely to the pawns PR's break system does NOT + move — chiefly ward patients (never "mood prisoners") and pawns too low-skill to pick a lock. PR + owns the skilled-lockpick-a-DOOR-during-a-break path; we own the slow-file-through-a-WALL path for + the calmly-committed. Complementary, not overlapping. Genuinely leave alone (giant + redundant + not a gap in our loops): forced labor (Prison Labor 176k), hygiene (Dubs Bad Hygiene 632k), crime *traits* (Vanilla Traits Expanded 646k — we consume them as nature inputs), guest hosting (Hospitality 798k). Coexist with all; depend on none. +### Prisoner Realism deep scan (2026-07-15) — the big incumbent, mapped feature-by-feature + +Prisoner Realism (Steam `3760196312`, **11,286 subs / 1,090 favs / 5-star**, published 2026-07-07) +is the one incumbent large enough to reshape our roadmap. It is a *good* mod (clean documented C#, +multi-factor balance, defers to other mods where they overlap), so the standing rule says keep it +and cut our overlaps. Its 20 features and our verdicts: + +| PR feature | What it does | Institution verdict | +|---|---|---| +| PrisonBreak rework | MTB scaled by mood/relation/captor/strength | Defer. Our arming rides vanilla/PR breaks. | +| No-mining / melee breakout | strips sapper-dig; escapees bash doors | Defer. Our wall-cut is a *tool* route, additive. | +| Keys / Lockpick | skilled prisoner picks a DOOR, fast, no item | Defer. We own file-through-a-WALL for non-break pawns. | +| Recidivism | released/escaped return ally-or-raider by treatment | **Defer entirely.** Was on our list; dropped. | +| Institutionalized | expectation decay + reintegration struggle | Defer. Kills our "reintegration" build. | +| Solitary | 3-tier isolation deterioration | Defer the toll; Classification only *routes* to it. | +| Ringleader | mood contagion from dominant prisoner | Defer. Re-scopes our Gangs to contraband-networks. | +| Riot | securely-caged-but-miserable → lash out | Defer. | +| ArrestGrace / ArrestHere | in-place arrest, no immediate bolt | Defer. Our intake (keep-inventory + search) coexists. | +| Recreation | flips on vanilla Joy for prisoners | We enable the same idempotently (no citing). | +| Surrender, ForceFeed, RecruitOffer, Despair, Turrets, Cleaning, Carry, BedOwner, Surgery, Commons, AssistedBreak | assorted prisoner-behavior sims | Defer all; coexist. | + +Net effect: **one planned module deleted** (reintegration+recidivism), **two re-scoped** (Classification +→ pure router; Gangs → contraband economy, not mood). What remains is Institution's uncontested core: +hidden-contraband + search, propensity across *all* pawns, Ward, Foul Play, classification-as-router, +and the standout nobody touches — **policing free colonists** (the crime loop turned on your own colony). + ### Prior-art sweeps done (2026-07-14/15) Uncontested gaps, safe to build clean: contraband/search, improvised weapons, keep-inventory