# Rivalry and fights *Two gangs, one grudge. A gang fight is a **crime** — booked, attributed, and fed back into the colony's climate of order.* Gangs do not just supply themselves; they collide. Where the network is about who shares, rivalry is about who is opposed — and, crucially, about turning gang violence into something the rest of the suite can *see* and *police*. ## Who is a rival The rule is exactly as blunt as it sounds: **two pawns in two different gangs are rivals.** Both must actually be in a gang, and it must be a *different* gang for each. As the design puts it: > Two pawns of DIFFERENT gangs are rivals — inside the wire or out on the street. Note what is *not* required. There is no separate "hostility" flag, no rival-declaration event, no threshold to cross. The moment two crews exist, their members are rivals of one another. Rivalry is a structural fact about who is in which gang, not a mood or a relationship value. Two consequences fall straight out of that: - **Non-members are nobody's rival.** A pawn in no gang — everyone in a healthy colony — is never a rival to anyone, because rivalry needs *both* pawns to be in a gang. No gangs, no rivalry. - **Same gang, never rivals.** Members of one crew are in the *same* gang, so they are not rivals. Within a gang there is no rivalry to book; there is the network (see [Networks and Smuggling](Networks-and-Smuggling.md)). Where do two *different* gangs come from in the first place? From the affiliations pawns already have — rival factions and rival ideoligions form into separate crews. That is the subject of [Affiliations and Segregation](Affiliations-and-Segregation.md); the short version is that gangs mesh with the colony's existing social fault lines, so **rival factions run as rival gangs.** ## A fight is a crime The payoff of tracking rivalry is what happens when rivals fight. When a rival-gang attack happens, it is not treated as generic brawling — it is booked as a crime through the same Justice pipeline as any other offence. Only rival-gang violence counts: the two pawns must be in different gangs for anything to be recorded. A scuffle between gangmates, or between two non-members, is not a *gang* fight and is not booked. When it *is* rival-gang violence, the whole event is recorded as a crime against the **attacker**, and that does three things at once (they live in Institution: Justice, but this is what Gangs is leaning on): | Effect of booking a gang fight | Where it lands | |---|---| | the attacker's crime count goes up | their criminal record (Core) | | the time of the crime is stamped to now | their criminal record (Core) | | the colony's **deterrence** nudges **down** (a crime happened; order slipped) | Justice's deterrence system | ## Inside the wire and out on the street are the same offence This is the design point the mod is emphatic about: > A gang fight is a CRIME — it goes on the attacker's record and moves the colony's climate through > the same Justice loop as any other, so it can be investigated, attributed and policed. Rival-gang > violence inside a prison and out on the street are the same offence. There is no separate rule for a prison-yard shanking versus a colonists' brawl in the dining room. A fight is booked purely on whether the two pawns are rivals. A free colonist who is a gang member attacking a rival is booked identically to a prisoner doing the same in a cell block. The gang system does not care which side of the wall the violence is on — only that it was between rivals. This is what makes gang violence *legible* to the rest of the suite. A fight is not a one-off flavour event that scrolls past in the log; it is a record entry with an attributed perpetrator and a timestamp, which means it can be investigated, blamed on a specific pawn, and answered. ## How it feeds deterrence — and back into joining Here is the loop that closes the whole suite: 1. A rival-gang fight is booked as a crime against the attacker. 2. That nudges the colony's **deterrence down**. Order has visibly slipped. 3. Lower deterrence *raises* the nurture multiplier for **every** disposed pawn on the map (less deterrence means a bigger multiplier). 4. Higher nurture pushes more pawns over the Nature × Nurture ≥ 0.9 join bar (see [Joining](Joining.md)). 5. More members → more rivals → more fights available to be booked. Left unanswered, gang violence is self-reinforcing: each booked fight makes the next one likelier. The brake is the other half of Justice — **punishment raises deterrence back up**, which lowers nurture, which drops borderline pawns back under the bar. The seesaw works both ways: punishing a pawn raises the deterrence level, and a fresh crime lowers it again. ## How to play it - **Respond to booked fights.** A gang fight is real feedback that deterrence has slipped. Punishing the attributed attacker is not just retribution — it is the mechanical lever that pulls deterrence back up and cools the whole map's propensity. - **Don't manufacture two gangs where there was one.** Rivalry needs two different crews. Housing pawns of hostile factions or clashing ideoligions together is what creates the second gang and the fights between them — see the next page. - **Read the record, not the moment.** Because every fight is attributed to a perpetrator, a thick record of gang violence points you at *who* to segregate, discipline, or parole — the same tools the rest of the suite already gives you. --- *Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*