flan.institution
Institution
flan
1.6
Prison Architect in RimWorld: every pawn has a criminal propensity on a spectrum -- nature (traits) x nurture (mood, mistreatment, treatment) -- and the colony can police it.
This is the Institution suite in one install, with a checkbox per layer in the mod settings (all ON by default):
- Contraband -- the physical smuggling loop. Prisoners conceal what they walk in with, whittle shivs from their cell's own furniture, and dig Prison-Architect tunnels under the wall. Wardens search the right prisoner first, by the record -- and a bent warden looks the other way, or smuggles for them.
- Justice -- the corrections layer. Classification grades every held pawn by what they have actually done. A colony has a climate of order that crime erodes and visible justice restores, and it feeds back into everyone's disposition. Discipline hardens or reforms; parole lets the reformed out; regime gives prisoners the recreation vanilla denies them.
- Gangs -- the social layer. Disposed pawns band together along the lines they already share and move contraband among themselves; rival gangs fight, inside the wire or out, and the fight is a crime. A healthy, well-run colony grows few gangs, if any.
Turn any layer off in Options -> Mod Settings and it goes inert immediately.
Requires Harmony (for the recreation feature). The suite's shared Core engine ships inside this mod, so there is no separate dependency to install. Pairs with the standalone Institution: Ward (psychiatric commitment) and Foul Play (the vessel/substance framework, which bridges in).
Part of the Institution suite.
AI disclosure: developed with substantial assistance from Claude (Anthropic).
brrainz.harmony
Harmony
steam://url/CommunityFilePage/2009463077
Ludeon.RimWorld
brrainz.harmony