# Discipline & Reform *Punishment as an action, with a self-complete payoff — and the seat of institutionalization.* > This page is the **numbers** — what a disciplinary act does to reform and order. What *drives* it in > play (a warden's rehabilitation sessions, and neglect that hardens) is [Rehabilitation](Rehabilitation.md). Punishment 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: any act of discipline adds **+0.12** to the colony's order. 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 belong to Corrections, so discipline is never inert. Prisoner Realism owns the passive *toll* of isolation (a good sim of how solitary *feels*); Corrections 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 Every disciplinary act moves the prisoner's **reform** score, in one of two directions: | The hand | Reform change | Meaning | |---|---|---| | **Harsh** | **−0.15** | Beatings, deprivation, the hard hand. Hardens — "prisonization." | | **Corrective** | **+0.10** | Correction, structure, rewarded good conduct. Rehabilitates. | Either way, the act also adds **+0.12** to the colony's order — the colony sees order done, whoever it was done to. Reform lives on the shared record, clamped between −1 and +1: | Reform | Reading | |---|---| | **+1.0** | Fully rehabilitated | | **0.0** | Untouched — as they came in | | **−1.0** | Fully hardened, institutionalized | Note the asymmetry: **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 feeds straight back into a pawn's **disposition** — Core's underlying "would they act out?" multiplier — scaling their whole disposition up or down and keeping it there. The size of that scaling is set entirely by reform: | Reform | Disposition 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 | Because reform is clamped between −1 and +1, the factor spans 0.5× to 1.5×. **This is the whole trick.** Institutionalization and recidivism are not a parallel mechanic bolted on the side — they are *one number the disposition already reads*. A hardened pawn is not flagged "recidivist"; they simply carry a negative reform that makes every "would they?" roll for the rest of their life come up hot. Discipline and Parole are what *move* reform; disposition only *reads* it — which is how institutionalization emerges without a second system. --- ## Worked example — two sentences Take a fresh prisoner with reform 0, badly kept: mood 0.30, held. Before any reform, their disposition is already running hot — a bad mood (×1.6) and a held-and-unhappy cell (×1.4) combine, and with the colony at baseline the pawn sits around **2.35× disposition**. **The hard hand.** You beat them into line — three harsh punishments take reform to −0.45. At that reform the disposition factor is 1.225, so 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 order 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 rises to +0.30, and the recovered mood drops the "badly kept" and "held-and-unhappy" penalties entirely. The disposition factor at +0.30 reform is 0.85, so their disposition is now roughly **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) at the price of the pawn's disposition *forever* (−0.15 reform → hotter disposition). 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 or higher; 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. --- *Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*