# Institution: Gangs *Gangs as **contraband economies** — not mood. The social capstone of the **Institution** suite of RimWorld 1.6 mods.* --- ## What Gangs is Gangs turns the loose, disposed pawns in your colony — colonists, prisoners, slaves — into a **network** that moves contraband. When disposition and circumstance line up, pawns who already share a bond band together, and a member who holds a stash quietly resupplies a member who has none. A search that turns up nothing on one prisoner has therefore *not* cleaned out the wing: the wing is a supply chain, and you only searched one link. That is the entire point, and it is a deliberately narrow one. Gangs does not do mood. It does not do a "gang leader buff." It does the one thing nothing else in the ecosystem does — it makes contraband **flow between pawns**, and then hands you the tools to cut the flow. ## The gap it fills (and the one it doesn't) If you run **Prisoner Realism**, its *Ringleader* system already models a dominant prisoner spreading unrest and mood contagion through a wing. That system is good, and Gangs does not touch it. Ringleader owns *influence and mood*. Gangs owns the thing Ringleader has no equivalent for: **the network as a supply chain.** Contraband physically changes hands along social lines. A stash on one pawn is a stash available to the whole gang. The two systems are complementary — run both. Ringleader tells you *who stirs the pot*; Gangs tells you *how the shivs get around*. ## Why it needs the whole suite Gangs is the module built **last**, because it needs every other Institution mod already in place. It is not a standalone feature; it is the suite working together, and it is honest about that in its dependencies: | It asks... | ...and the answer comes from | |---|---| | *Who is disposed enough to join?* | **Institution: Core** — the propensity engine that scores each pawn's Nature and Nurture | | *What do they move?* | **Institution: Contraband** — concealment, stashes, search, and the bent-warden supply route | | *Where does a fight get booked, and how are rivals kept apart?* | **Institution: Justice** — the crime/deterrence loop, and Classification's segregation | Remove any one of those and Gangs has nothing to stand on. It is the place where Core's spectrum, Contraband's stashes, and Justice's policing all cash out at once. ## A healthy colony grows few gangs — or none This is the thesis, and it is enforced in the numbers, not just the flavour. Membership is gated at a Nature × Nurture score of **0.9 or higher** — a high bar on purpose. A disposed pawn who is **well-kept and well-policed** does not band up: their nurture multiplier stays low, and deterrence pulls it lower still. It takes a foul streak (nature) *and* a badly-run situation (nurture) at the same time. So a gang problem is a **symptom**. It is the game telling you that a wing is mistreated, under-policed, or both. The fix is never "fight the gang system" — it is to run a better prison. Feed them, give them recreation, keep deterrence high, segregate rivals, and the networks starve on their own. > A gang is a symptom of a badly-run colony, not furniture. ## The pages - **[Joining](Joining.md)** — why the join bar (Nature × Nurture ≥ 0.9) is high, why good treatment and deterrence keep pawns *out*, and how membership is re-checked for every kind of pawn. - **[Networks and Smuggling](Networks-and-Smuggling.md)** — how a holder resupplies a needy gangmate, the *same-gang-and-can-reach* rule, why this defeats a single search, and how a bent warden refills a starved network from outside. - **[Rivalry and Fights](Rivalry-and-Fights.md)** — how a gang fight is booked as a crime through Justice, why inside-the-wire and out-on-the-street are the same offence, and how it feeds deterrence. - **[Affiliations and Segregation](Affiliations-and-Segregation.md)** — shared faction, faith, or friendship plus *same room* as the formation rule, why rival factions become rival gangs, and how Classification's segregation is the counter-play that starves a network which cannot reach itself. ## The suite Part of the **Institution** suite of RimWorld 1.6 mods: - **Institution: Core** — the propensity engine (Nature × Nurture), criminal records, secured context. - **Institution: Contraband** — concealment, improvised shivs, tunnels, warden search and corruption. - **Institution: Justice** — Classification, Deterrence, Discipline, Parole, Regime. - **Institution: Gangs** — this mod: joining, networks/smuggling, rivalry/fights. Sibling projects: **Foul Play** (the vessel/substance framework and the "Piss Nuke") and **Ward** (a ward/treatment prison mode). Each mod stands alone as an install; together they form one system. --- *Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*