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).
A full-lifecycle audit found the gaps are missing CONNECTIONS, not features.
Without them the suite is a linear pipeline; with them it is a cycle. The shared
substrate (propensity stat + SecuredContextOf + CriminalRecord) must be built
first -- everything reads it.
The suite-level home: the thesis (crime spectrum, nature x nurture, policeable),
the secured-context principle (prisoner/ward/slave/secure-area), all seven module
slots, the full crime loop, build order, prior-art verdicts, and the standing
rules -- self-complete and dependency-free, coexist-don't-duplicate judged by
quality not sub count, extend by capability not list.