# Institution — Wiki *Prison Architect in RimWorld. One install, five toggleable layers, over one shared engine.* > **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (mood, > mistreatment, treatment) — and the colony can police it.** That one sentence is the whole suite. Colonists, prisoners, and slaves drift toward crime on a continuous spectrum; a policing-and-justice machine discovers, catches, weighs, punishes, reforms, treats, and releases them — and catching one pawn changes the disposition of the rest. **Institution** is the single mod that ships all of it. It bundles the suite's layers into one install with a **checkbox per layer** (all on by default), owning no gameplay code itself — it is a thin settings shim over the same separate, still-splittable feature DLLs. Pull it apart into its layers again and nothing is lost. --- ## The gameplay loop The suite is a closed loop, and each turn of it lives in a different layer: 1. **Disposition** *(Core)* — every pawn carries a seeded propensity: *would this one do it?* 2. **Crime** *(Justice · Policing)* — free colonists offend on that spectrum (rare in a small, tight, well-deterred colony), with visible consequences — theft, vandalism, assault — that fray relationships. 3. **Detection** *(Justice · Policing)* — witnesses and a **constable** work an open case until the culprit is named. 4. **The weighed arrest** *(Justice · Policing)* — an arrest is made only when the crime is grave enough to justify losing the pawn and the colony can afford to hold a prisoner; the disposed **resist**, and a subdued resister is taken in. 5. **Contraband** *(Contraband)* — once held, a pawn conceals and improvises: shivs, brews, tunnels under the perimeter, all countered by warden search — and a bent warden who smuggles for them. 6. **Gangs** *(Gangs)* — held pawns organise into contraband economies: joining by disposition, smuggling networks, rivalry, fights that book as crimes. 7. **Corrections** *(Justice · Rehabilitation)* — a warden **rehabilitates** a prisoner: counselling sessions move a **reform** score and raise the colony's climate of **order** (classification re-grades as reform rises), that order feeds back into everyone's disposition, and a **parole** alert releases the genuinely reformed back into the colony. Neglect a flagged prisoner and they harden. 8. **Treatment** *(Ward)* — the other door: a prisoner committed for **psychiatric care** rather than punished. Counselling reduces the disorder that broke them and builds a recovery track toward discharge; neglect a committed patient and they deteriorate. Steps 7 and 8 close the loop back onto step 1: catching, punishing, reforming, or treating one pawn moves the colony's climate of order, which bends the disposition of everyone still deciding whether crime pays here. --- ## The five layers Each is a separate repo and DLL, bundled here behind a toggle. Every layer defaults **on**; turning one off disables its systems in place without uninstalling anything. | Layer | Toggle | What it adds | Wiki | |---|---|---|---| | **Core** | *(always on — the engine)* | propensity, the criminal record, secured context, the shared **treatment engine**, the deterrence seam | [Core](core/Home.md) | | **Contraband** | Contraband | concealment & intake, improvised shivs, Prison-Architect tunnels, warden search, warden corruption | [Contraband](contraband/Home.md) | | **Justice** | Justice | classification, deterrence feedback, discipline & reform, **rehabilitation** (warden reform work + parole), regime | [Justice](justice/Home.md) | | **Justice · Policing** | Policing | colony crime on the spectrum, witnesses, a constable, the weighed arrest, prison riots, recidivism alerts | [Policing](justice/Policing.md) | | **Gangs** | Gangs | gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime | [Gangs](gangs/Home.md) | | **Ward** | Ward | psychiatric care — treatment, recovery, discharge, ward neglect, sedation | [Ward](ward/Home.md) | **Policing** has its own toggle inside Justice because colony crime is a large behavioural change — a player can run the rest of the corrections layer without their own colonists committing crimes. --- ## Why one Core, many layers The suite runs on a small **Core** that owns exactly what every layer must agree on — *is this pawn dangerous?*, *what have they actually done?*, *what hold are they under?* — plus two shared services: the **treatment engine** (Ward's psychiatric care and Justice's rehabilitation point the same loop at different states) and the **deterrence seam** (a neutral hook Justice fills so the order-climate feedback runs *through* Core without Core ever depending on Justice). Everything else builds up from there: Contraband and Justice on Core; Gangs on Core + Contraband + Justice; Ward on Core. Cross-layer integrations that aren't hard dependencies stay soft — a feature lights up if its sibling is present and the loop still closes without it. That is what keeps the suite genuinely modular: this aggregate is a convenience, not a merge. --- ## Requirements & install - **RimWorld 1.6.** - **[Harmony](https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077)** — required (the suite's Harmony-using code is Justice's prisoner-recreation patch and Ward's). - Install **Institution**, enable Harmony, and load Institution after it. That is the whole suite in one mod; open the settings to toggle any layer. The standalone **[Foul Play](https://git.onetick.ninja/flan/rimworld-foulplay)** framework is a separate install that bridges into the suite when both are present. --- *The **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs · Ward. Designed and built with substantial assistance from Claude (Anthropic).*