# Regime *The daily life of the held — and the one lever vanilla withholds.* Most of what a prison regime needs, vanilla already gives you. The schedule is the Restrict tab. The mood-driven disposition already flows through `Propensity.Nurture` — a neglected prisoner runs hotter with no new machinery. So Regime does not rebuild any of that. It adds the single thing vanilla flatly refuses to model: **recreation.** --- ## What vanilla does, and what Regime flips Vanilla denies prisoners the **Joy** (recreation) need outright — the need is flagged `colonistsOnly` and `neverOnPrisoner`, so it simply never appears on a prisoner. A caged pawn has no recreation bar, cannot take joy from anything, and never suffers for its absence. Regime flips exactly that one bit on, via a small Harmony postfix — the same approach the good, popular **Prisoner Recreation** mod takes: ```csharp [HarmonyPatch(typeof(Pawn_NeedsTracker), "ShouldHaveNeed")] static class Patch_PrisonerRecreation { static void Postfix(NeedDef nd, Pawn ___pawn, ref bool __result) { if (__result || nd?.defName != "Joy") return; // only touch Joy, only when vanilla said no if (___pawn?.RaceProps?.Humanlike == true && ___pawn.IsPrisonerOfColony) __result = true; // humanlike prisoners get the need } } ``` Three guards, in order: 1. **`__result` already true** — vanilla or another patch already granted the need. Do nothing. This is what makes the patch *additive*: it only ever turns a `false` into `true`, never the reverse. 2. **`nd.defName != "Joy"`** — this patch is about recreation and nothing else. Every other need is left exactly as vanilla decided. 3. **humanlike prisoner-of-colony** — animals, guests, slaves and colonists are untouched; only a humanlike prisoner of *your* colony gains the need. That is the entire mechanism. Enabling recreation is trivial — once the need exists, vanilla does all the rest (joy sources, the recreation bar, the mood effects of a full or empty one). The *value* is not the plumbing; it is what an empty bar now costs. --- ## Why a need you can neglect is the point Giving prisoners recreation is not a mercy toggle — it is a **lever with two ends**, and the down end is the one that matters to the suite. Once a prisoner *has* the Joy need, they can be **starved** of it, and vanilla's own machinery then does the work: ``` no recreation → Joy falls → mood falls → Propensity.Nurture rises → higher propensity ``` Every one of those arrows already exists. Regime only opens the first door; mood is wired to disposition in Core, so a prisoner who gets no yard time stews, their mood sinks, and their Nurture — and with it their odds on every "would they?" roll — climbs. From [Deterrence](Deterrence.md) and [Discipline & Reform](Discipline-and-Reform.md) you already know Nurture is the multiplier the whole system keys off; Regime is what lets *neglect* feed it. Concretely, in Core's `Nurture`: | Prisoner condition | Nurture contribution | |---|---| | Mood `< 0.20` (recreation-starved, at the floor of despair) | `× 2.5` | | Mood `< 0.35` (badly kept) | `× 1.6` | | Held **and** mood `< 0.40` (a badly run cell) | additional `× 1.4` | A prisoner you give no recreation is a prisoner you are pushing up those brackets. Regime turns "I didn't bother building a rec room" from a non-event into a disposition cost you pay on every roll. --- ## Idempotent with Prisoner Recreation If you also run the **Prisoner Recreation** mod, nothing breaks. Both mods do the same thing — force `ShouldHaveNeed` to return `true` for prisoner Joy — and because Regime's postfix only acts when `__result` is still `false`, the two are simply *two postfixes that force the same `true`*. Whichever runs first grants the need; the second sees it already granted and returns immediately. Running both is harmless. Running either alone is sufficient. There is no double-need, no conflict, no load-order sensitivity between them. Regime announces itself at startup so you can confirm it loaded: ``` [Institution: Justice] Regime: prisoner recreation enabled. ``` --- ## Content on top Yard time, safety needs, and visitation are *content* on this foundation, not new machinery. Each of them is just another thing that moves a prisoner's mood — and mood is already wired to disposition — so they need only defs and jobs, not new systems. When they land, they will make a well-run regime feel richer; the mechanical spine is already here in this one postfix. --- ## How to play with Regime - **Build the rec room.** A prisoner with recreation settles; the mood brackets above stay off, and their disposition sits near baseline. A cheap horseshoe pin or chess table earns its keep in crimes that don't happen. - **Neglect is a choice with a number.** Leaving prisoners with nothing to do isn't neutral — it drives mood into the `×1.6` and `×2.5` Nurture brackets, and a hotter prisoner reoffends, which cools your colony's climate of order, which heats *everyone*. The rec room is deterrence you build once. - **Recreation and reform stack.** Regime cools disposition *live* (through mood); reform cools it *permanently* (through [Discipline & Reform](Discipline-and-Reform.md)). A reformed prisoner in a well-run wing is calm on both axes — which is exactly the pawn you can eventually [parole](Parole.md). - **You don't need Prisoner Recreation too** — but if you have it, keep it. They coexist. --- ## For modders Harmony ID `flan.institution.justice`, a single postfix on `Pawn_NeedsTracker.ShouldHaveNeed`. It is the suite's *only* Harmony-using code — Contraband dropped its Harmony dependency after Justice was split out. The patch class lives in the `Contraband` namespace (shared across the suite since the extraction). The postfix is strictly additive (`false → true` only), so it is safe to stack with any other mod that grants prisoner needs. --- *Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*