Re-cut roadmap after Prisoner Realism deep scan
Mapped Prisoner Realism (11.3k subs, good) feature-by-feature. It owns 20 prisoner-behavior systems, several of which were on our build list. Under the standing "keep good incumbents" rule: - DELETE our reintegration+recidivism module. PR's Recidivism is complete and good. Parole keeps only the ideology-driven release decision (self-complete); PR supplies the return outcome when present. - RE-SCOPE Classification to a pure router (reads record + propensity, assigns a tier). PR's Solitary owns the isolation toll. - RE-SCOPE Gangs to contraband economies. PR's Ringleader owns mood contagion. - NARROW the escape tool to the wall-cut path for ward patients and low-skill pawns PR's break/lockpick system never moves. Sharpens Institution's uncontested core: hidden-contraband + search, propensity across all pawns, Ward, Foul Play, classification-as-router, and policing free colonists (the crime loop turned on your own colony).
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@@ -208,24 +208,33 @@ ideology-driven *decision*, not another timer.
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---
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## Gangs
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## Gangs — as contraband economies (NOT mood)
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Untouched by any mod. Prisoners (and colonists) form gangs / factions with rivalries that drive
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violence and run contraband networks. Ties to disposition (who joins), contraband (what they move),
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Re-scoped 2026-07-15: Prisoner Realism's **Ringleader** already owns mood contagion from a dominant
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prisoner, and it is good — so we do not touch mood. Our gap is the **contraband network**: prisoners
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(and colonists) form factions that *move contraband* — a supply chain with a supplier, runners, and a
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tax, where segregating rivals (Classification) starves a network and a bent warden (Corruption) feeds
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one. Ties to disposition (who joins), contraband (what they move, the one system PR has nothing like),
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and classification (segregate rivals). The richest, latest module — build after the loop works.
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---
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## Build order (fills the meta-gap: don't build it all at once)
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1. **The crime loop core** — discover + witnesses + investigate + attribute. Without it the whole
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1. **The crime loop core** — discover + witnesses + investigate + attribute, applied to **free
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colonists** (the uncontested gap: vanilla+PR already handle prisoner arrest). Without it the whole
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crime thesis is inert. Build *before* individual crime types.
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2. **Regime** — schedule (vanilla Restrict) + one or two modest needs. Cheap, high-value, and it
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feeds the disposition engine (neglect → crime).
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3. **Visitation** — greenfield, thematically strong for the ward, doubles as a contraband route.
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4. **Parole / discharge / manumission** — gives Ward and good behaviour a payoff; ideology-driven.
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5. **Classification**, then **punishment-orders**, then **corruption**.
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6. **Gangs** — last; needs the rest in place.
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4. **Parole / discharge / manumission** — the *release decision*, ideology-driven (the return
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outcome is Prisoner Realism's Recidivism, not ours). Gives Ward and good behaviour a payoff.
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5. **Classification** (a router that reads the record + propensity and assigns a tier), then
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**punishment-orders**, then **corruption**.
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6. **Gangs** as contraband economies — last; needs the rest in place.
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Cut on 2026-07-15 (Prisoner Realism owns them, and it is good): reintegration/recidivism, the
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isolation toll, mood-contagion gangs. We coexist with all three; we rebuild none.
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Already in flight (Contraband/Foul Play): hooch, improvised weapons, fire-starter, escape tools,
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intake search, secure areas. See [Contraband ROADMAP](https://git.onetick.ninja/flan/rimworld-contraband).
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@@ -283,17 +292,54 @@ What this changes vs. a naive "defer to whoever got there first":
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- **Recreation is ours to enable.** Prisoner Recreation (38k) and Prisoner Realism (11k) ship no
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custom need — they just flip on the *vanilla Joy need* for prisoners. We do the same in our
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needs system: idempotent, coexists, zero dependency, no citing.
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- **Release-outcome / recidivism** — build a modest self-complete version (reformed → less return;
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abused → returns hostile). Prisoner Realism's deeper recidivism coexists; we don't require it.
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- **Solitary/isolation consequence** — a light version of our own so Discipline is self-complete;
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Realism's deeper toll coexists.
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- **Escape** is already self-complete: vanilla mental-break breaks + our disposition-driven arming
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+ our patient tunnel. Realism's lockpick/ringleaders are enhancements on top, not gaps we leave.
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- **Release-outcome / recidivism → DEFER ENTIRELY to Prisoner Realism.** (Revised after the
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2026-07-15 deep scan below.) PR's Recidivism is a genuinely good, complete sim — a released or
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escaped prisoner returns much later as a grateful ally or a vengeful raider, scaled by how they
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were treated. Rebuilding even a "modest" version would duplicate good work. Our Parole module's
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*crucial loop* is the **release decision itself** (ideology-driven), and that is self-complete: a
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released pawn simply leaves (vanilla). The *return outcome* is not our loop to close — it lights
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up for free when PR is present and is simply absent otherwise. No dependency, nothing rebuilt.
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- **Solitary / isolation toll → DEFER to Prisoner Realism.** PR's Solitary is a full 3-tier
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deterioration hediff with a Ringleader counterplay. Our Classification module does NOT
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reimplement the toll; it is a **router** — it reads the shared record + propensity and *assigns*
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the security tier (including whether to isolate). PR (or vanilla) then supplies the consequence of
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that assignment. Routing is the gap; the isolation sim is not.
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- **Escape** is self-complete: vanilla mental-break breaks + our disposition-driven arming + our
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**contraband-tool wall-cut**, which is scoped precisely to the pawns PR's break system does NOT
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move — chiefly ward patients (never "mood prisoners") and pawns too low-skill to pick a lock. PR
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owns the skilled-lockpick-a-DOOR-during-a-break path; we own the slow-file-through-a-WALL path for
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the calmly-committed. Complementary, not overlapping.
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Genuinely leave alone (giant + redundant + not a gap in our loops): forced labor (Prison Labor
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176k), hygiene (Dubs Bad Hygiene 632k), crime *traits* (Vanilla Traits Expanded 646k — we consume
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them as nature inputs), guest hosting (Hospitality 798k). Coexist with all; depend on none.
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### Prisoner Realism deep scan (2026-07-15) — the big incumbent, mapped feature-by-feature
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Prisoner Realism (Steam `3760196312`, **11,286 subs / 1,090 favs / 5-star**, published 2026-07-07)
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is the one incumbent large enough to reshape our roadmap. It is a *good* mod (clean documented C#,
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multi-factor balance, defers to other mods where they overlap), so the standing rule says keep it
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and cut our overlaps. Its 20 features and our verdicts:
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| PR feature | What it does | Institution verdict |
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|---|---|---|
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| PrisonBreak rework | MTB scaled by mood/relation/captor/strength | Defer. Our arming rides vanilla/PR breaks. |
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| No-mining / melee breakout | strips sapper-dig; escapees bash doors | Defer. Our wall-cut is a *tool* route, additive. |
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| Keys / Lockpick | skilled prisoner picks a DOOR, fast, no item | Defer. We own file-through-a-WALL for non-break pawns. |
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| Recidivism | released/escaped return ally-or-raider by treatment | **Defer entirely.** Was on our list; dropped. |
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| Institutionalized | expectation decay + reintegration struggle | Defer. Kills our "reintegration" build. |
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| Solitary | 3-tier isolation deterioration | Defer the toll; Classification only *routes* to it. |
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| Ringleader | mood contagion from dominant prisoner | Defer. Re-scopes our Gangs to contraband-networks. |
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| Riot | securely-caged-but-miserable → lash out | Defer. |
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| ArrestGrace / ArrestHere | in-place arrest, no immediate bolt | Defer. Our intake (keep-inventory + search) coexists. |
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| Recreation | flips on vanilla Joy for prisoners | We enable the same idempotently (no citing). |
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| Surrender, ForceFeed, RecruitOffer, Despair, Turrets, Cleaning, Carry, BedOwner, Surgery, Commons, AssistedBreak | assorted prisoner-behavior sims | Defer all; coexist. |
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Net effect: **one planned module deleted** (reintegration+recidivism), **two re-scoped** (Classification
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→ pure router; Gangs → contraband economy, not mood). What remains is Institution's uncontested core:
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hidden-contraband + search, propensity across *all* pawns, Ward, Foul Play, classification-as-router,
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and the standout nobody touches — **policing free colonists** (the crime loop turned on your own colony).
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### Prior-art sweeps done (2026-07-14/15)
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Uncontested gaps, safe to build clean: contraband/search, improvised weapons, keep-inventory
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