# Discipline & Reform *Punishment as an action, with a self-complete payoff — and the seat of institutionalization.* Punishment in Justice does two things at once, on two different axes: 1. **It deters the colony.** Order seen to be done raises the climate of order for everyone — `RecordPunishment`, `+0.12`. See [Deterrence](Deterrence.md). 2. **It reshapes the punished.** A harsh hand *prisonizes* — the pawn hardens, `reform` falls, their disposition climbs for good. A corrective hand *rehabilitates* — `reform` rises, their disposition cools for good. Both effects are Justice's own, so discipline is never inert. Prisoner Realism owns the passive *toll* of isolation (a good sim of how solitary *feels*); Justice owns the *order* it produces and the persistent *shift* it leaves on the pawn. When both mods are present, PR's solitary deterioration deepens the felt experience on top — it does not replace this. --- ## The two hands ``` Discipline.Punish(pawn, harsh): Justice.RecordPunishment(pawn.Map) // +0.12 colony climate (Deterrence) reform = Clamp(reform + (harsh ? -0.15 : +0.10), -1, +1) // the persistent shift ``` | Call | Reform delta | Meaning | |---|---|---| | `Punish(pawn, harsh: true)` | **−0.15** | Beatings, deprivation, the hard hand. Hardens — "prisonization." | | `Punish(pawn, harsh: false)` | **+0.10** | Correction, structure, rewarded good conduct. Rehabilitates. | `reform` lives on the shared record, clamped to `[−1, +1]`: | `reform` | Reading | |---|---| | `+1.0` | Fully rehabilitated | | `0.0` | Untouched — as they came in | | `−1.0` | Fully hardened, institutionalized | Note the asymmetry the other way from Deterrence: **harsh (−0.15) moves faster than gentle (+0.10).** It takes three corrective acts to build `+0.30` of reform; two harsh acts to tear down `−0.30`. Damage is quicker than repair — as it should be. --- ## How reform becomes disposition Reform is not a status effect or a mood buff. It is read straight back into `Propensity.Nurture` (in Core), where it multiplies a pawn's whole disposition: ``` if reform != 0: Nurture *= Clamp(1 - reform * 0.5, 0.4, 2) ``` | `reform` | Nurture factor | Effect | |---|---|---| | −1.00 (hardened) | **1.500** | +50% more disposed — permanently | | −0.30 | 1.150 | +15% | | −0.15 (one harsh act) | 1.075 | +7.5% | | 0.00 | 1.000 | untouched | | +0.10 (one gentle act) | 0.950 | −5% | | +0.30 (parole threshold) | 0.850 | −15% | | +1.00 (rehabilitated) | **0.500** | −50% less disposed — permanently | Given reform is clamped to `[−1, +1]`, the factor spans `0.5×` to `1.5×`; the `0.4`/`2` clamp is a safety rail that reform alone never reaches. **This is the whole trick.** Institutionalization and recidivism are not a parallel mechanic bolted on the side — they are *one number the propensity engine already reads*. A hardened pawn is not flagged "recidivist"; they simply carry a `−reform` that makes every "would they?" roll for the rest of their life come up hot. Discipline and Parole are what *move* reform; Nurture only *reads* it — which is how institutionalization becomes Justice's without a second system. --- ## Worked example — two sentences Take a fresh prisoner, `reform = 0`, badly kept: mood `0.30`, held. From Core, before reform, their Nurture is already `1 × 1.6 (mood) × 1.4 (held & unhappy) = 2.24`, and say the colony sits at baseline so `DeterrenceFactor = 1.05`, giving Nurture `≈ 2.35`. **The hard hand.** You beat them into line — three harsh punishments: ``` reform: 0 → -0.15 → -0.30 → -0.45 Nurture factor at reform -0.45 = 1 - (-0.45 * 0.5) = 1.225 ``` Their disposition is now `2.35 × 1.225 ≈ 2.88` — **+22% hotter than when they arrived**, forever, independent of mood. You have made them more criminal, not less. This is prisonization: the sentence itself became the cause. (You did buy `+0.36` of colony climate along the way — order today, at the cost of the pawn's tomorrow.) **The corrective hand.** Instead you structure and reward — three gentle punishments *and* you fix their conditions (recreation, decent cell) so mood recovers to `0.55`: ``` reform: 0 → +0.10 → +0.20 → +0.30 mood 0.55 → no mood multiplier, not held-&-unhappy → those factors drop out Nurture factor at reform +0.30 = 1 - (0.30 * 0.5) = 0.85 ``` Now Nurture is roughly `1 × 0.85 × 1.05 (deterrence) ≈ 0.89` — **below neutral.** The same pawn who would have been `2.88` disposed is now `0.89`. And at `reform = 0.30` with a low enough grade they have crossed the [Parole](Parole.md) threshold. Same institution, opposite outcomes — decided by which hand you used. --- ## How to play with discipline - **Harsh is a lever, not a punishment button.** It buys colony order *now* (`+0.12` climate) at the price of the pawn's disposition *forever* (`−0.15` reform → hotter Nurture). Use it when you need the deterrence and never intend to release the pawn — a Supermax lifer you are only ever going to hold. - **Gentle is how anyone gets out.** Parole needs `reform ≥ 0.30`; only the corrective hand builds it. Three gentle acts is the floor. - **Damage compounds; repair is slow.** `−0.15` vs `+0.10` means a pawn you brutalize early is expensive to bring back — and a hardened pawn commits more crime, which sinks the climate, which makes *everyone* worse. Don't harden pawns you might want later. - **Conditions and discipline stack.** Reform shifts disposition permanently; mood, neglect and deterrence shift it live (see [Regime](Regime.md) and [Deterrence](Deterrence.md)). A reformed pawn in a well-run wing is calm on two axes at once. --- ## For modders ```csharp Discipline.Punish(pawn, harsh: true); // -0.15 reform, +0.12 climate Discipline.Punish(pawn, harsh: false); // +0.10 reform, +0.12 climate ``` `Punish` uses `GameComponent_CriminalRecords.For` (creates the record if absent) and clamps `reform` to `[−1, +1]`. It always fires `RecordPunishment` on the pawn's map, so *any* act of discipline moves the colony climate regardless of which hand you use — the colony sees order done, whoever it was done to. The class lives in the `Contraband` namespace (shared since the extraction from Contraband). --- *Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs. Developed with substantial assistance from Claude (Anthropic).*