# Institution: Justice *What the institution **does** about crime — the corrections and policing layer of the **Institution** suite of RimWorld 1.6 mods.* Vanilla RimWorld keeps a rap sheet no one reads. You capture a raider, warden them, and the game promptly forgets they ever tried to knife a guard. Prisoners are interchangeable mood-boxes; a "maximum security" wing is a decoration you build by hand and the sim never acknowledges. There is a record, and there are no consequences. **Justice turns the record into consequences, and closes the loop.** It grades every held pawn from what they have actually done, gives the colony a *climate of order* that crime and punishment move, feeds that climate back into every pawn's disposition, moves a *reform* score that decides whether a sentence hardens or heals, gates release on it, and gives prisoners the recreation need vanilla flatly denies them. The through-line is one sentence: > **Catching and punishing one pawn changes the disposition of the rest.** That is the difference between policing that *cleans up* and policing that **governs**. The reason to punish an offender is not only this offender — it is the message it sends everyone else who is quietly deciding, on a seeded roll, whether crime pays here. --- ## The one shared record Justice never keeps its own per-pawn crime state. It reads and writes the single `CriminalRecord` that **Institution: Core** holds for every pawn — the same record the search, the escape, the brewing, and the gang systems write to. That is the whole point of the substrate: classification, deterrence, discipline and parole all agree on how dangerous a pawn is, because they all read the same numbers. | Field | What it counts | Written by | |---|---|---| | `crimesCommitted` | offences on the record | Justice (`RecordCrime`), Gangs (fights) | | `escapeAttempts` | proven flight risk | Contraband (escape/tunnel) | | `contrabandMade` | shivs, brews, tools made | Contraband | | `timesSearched` | searches endured | Contraband (warden search) | | `timesCaught` | searches that found something | Contraband | | `lastCrimeTick` | when they last offended | Justice (`RecordCrime`) | | `reform` | −1 hardened … +1 rehabilitated | Justice (`Discipline`, `Parole`) | | `pardoned` | released after genuine reform | Justice (`Parole`) | Justice authors the **crime / punishment / reform / pardon** columns; the counters of *what physically happened* are fed by its siblings. It grades and gates over all of them. --- ## The six modules | Module | What it does | Page | |---|---|---| | **Classification** | Grades held pawns `Minimum`..`Supermax` from a risk score over the record. | [Classification](Classification.md) | | **Deterrence** | The colony's climate of order, moved by crime and punishment, drifting to baseline, read back into propensity. | [Deterrence](Deterrence.md) | | **Discipline & Reform** | Punishment moves the reform score — harden vs. rehabilitate. The seat of institutionalization and recidivism. | [Discipline & Reform](Discipline-and-Reform.md) | | **Parole** | Release when reform, grade, and pardon status line up. | [Parole](Parole.md) | | **Rehabilitation** | The warden work that DRIVES the corrections arc: a rehabilitate mode + counselling sessions move reform and colony order, a parole alert + release job, and neglect that hardens. | [Rehabilitation](Rehabilitation.md) | | **Regime** | Enables the prisoner recreation (Joy) need via a Harmony postfix, idempotent with Prisoner Recreation. | [Regime](Regime.md) | Threaded through all six is one small piece of glue, **`JusticeBootstrap`**, which at load fills the neutral deterrence seam Core leaves open — reconnecting the feedback loop across the mod boundary without Core ever depending on Justice. See [Deterrence](Deterrence.md). --- ## Policing — the pre-arrest half (shipped) Everything above is the **post-arrest** side — corrections. The **pre-arrest** side now ships too: colonists commit crimes on the propensity spectrum, witnesses and a constable's work name the culprit, and a weighed arrest can end in a cell or a resisted breakout — plus prison riots and a recidivism alert. Deterrence models *the consequence of visible justice*; policing is the machinery that produces crime to answer. It has its own settings toggle (on by default). Full detail in **[Policing](Policing.md)**. --- ## Requirements & load order - **RimWorld 1.6** - **Institution: Core** — required. The propensity/record engine Justice grades against. - **Harmony** — required. Regime's prisoner-recreation patch is the suite's only Harmony-using code. - Load **after** Core and Harmony. Each mod in the suite stands alone as an install; together they form one system. Justice is useful with Core alone, and richer with **Institution: Contraband** (which feeds the escape/search/contraband counters) and **Institution: Gangs** (whose fights record crimes). --- ## The suite Part of the **Institution** suite: **Core** (the propensity + record engine) · **Contraband** (concealment, search, escape) · **Justice** (this mod) · **Gangs** (contraband economies). The standalone **Foul Play** framework bridges into Core and Contraband when present. --- *Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs. Developed with substantial assistance from Claude (Anthropic).*