# Networks and smuggling *The one thing nothing else models: contraband that flows **between** pawns. A gang is a supply chain.* This is the core of the mod. Everything else — who joins, who fights, who is kept apart — exists to serve or to break the network described here. A gang is not a mood aura; it is a **supply chain**, and contraband flows along it. ## The move The heart of it is a single transfer: a gangmate who is holding a stash passes one piece of it to a gangmate who has none. Here is everything that has to be true for a piece to move: - both pawns are in the **same gang**; - if both are on the map, the supplier has a **walkable path** to the customer (touch range, willing to cross deadly danger to get there); - there is contraband in play on the map at all; - the supplier is actually holding at least one concealed item. When all of that holds, the supplier's first concealed item leaves their hands and arrives — still hidden — on the customer. A few things worth reading carefully: - **One item per move.** It moves the first concealed item on the supplier, and exactly that. It is a redistribution, not a duplication: the item leaves the supplier and arrives concealed on the customer. The gang's total stash is unchanged; only *who holds it* changes. - **Same gang, always.** Both pawns must belong to the same gang. There is no smuggling to a stranger — the network only moves along membership. - **The reach requirement only applies to pawns both on the map.** Two pawns physically present must have a walkable path between them. If a member is off the active map, the reach check is skipped — which is what allows a gang to reach across the wall to a member who is not on the map right now. ## Why this defeats a single search Consider a wing of four gangmates and one shiv. You search Prisoner A and find nothing — clean. You tick a box: *cell searched, no contraband.* But the shiv was on Prisoner C the whole time, and on the next 5000-tick network pass it will move to whoever is out. Search C tomorrow and it may already be on A again. Put plainly: > A gangmate holding a stash supplies one who has none, so a search that turns up nothing on one > prisoner has not cleaned out the wing. A single search is a snapshot of one pawn in a network that reshuffles itself. This is the whole reason contraband-as-a-network is worth modelling: **the unit of contraband is the wing, not the pawn.** To clean it out you have to either search faster than it moves, or — far better — break the network. ## The automatic resupply pass You never trigger a transfer by hand; the game runs it automatically on the 5000-tick pass. After forming gangs for the pass, it runs one resupply round **per gang**: it finds the first member who *is* hiding contraband and the first member who is *not*, and if both exist, moves one item from the holder to the empty-handed member. So on each interval, every gang that has both a haves-member and a have-not-member performs **one** transfer, moving a single item from a holder to someone empty-handed. Over several passes the effect is that a gang tends to keep its members supplied and to spread a stash out — which is exactly what makes a scattershot search miss it. (Only members who currently meet the join bar take part in this automatic pass.) ## The cross-wall move Because neither the join bar nor gang membership cares about a pawn's secured status, a gang can have a **free** member and a **held** member. If the free member is holding the stash, the network resupplies *into* the prison — the outside man passes to the inside man. A free colonist and a prisoner can be in one gang with the stash on the free member; the transfer succeeds, and afterwards the prisoner is hiding contraband and the colonist is not. Your prison's contraband problem is not sealed inside your prison. ## Resupply from outside: the bent warden The transfer only *redistributes* what a gang already has. So what happens when you finally search the whole wing on the same day and strip every member clean — there is nothing left to pass around? The gang is starved. It stays starved until contraband **re-enters** from outside. That external source is not part of Gangs; it is **Institution: Contraband's** corruption route. A warden's honesty varies by personality (a Greedy warden has a price), and a bent warden can *smuggle contraband in to a prisoner*, planting a concealed item directly. That single planted item is then all the network needs: one holder, and the next 5000-tick pass spreads it back out across everyone who can reach. So the two halves of the supply picture are: | Mechanism | Owner | What it does | |---|---|---| | Passing contraband between gangmates | **Gangs** | moves existing contraband *between* gangmates who can reach each other | | Warden smuggling | **Contraband** | injects *new* contraband from outside via a corruptible warden | Cut both and a gang genuinely dries up. Cut only the redistribution and a bent warden re-seeds it; cut only the warden and any stash you missed keeps circulating. ## How to break a network - **Search the whole wing at once**, not one pawn at a time. A partial sweep is a snapshot the network routes around. - **Segregate rivals into different, unreachable wings** (Classification, in Institution: Justice). The reach requirement is the lever — a network whose members cannot walk to each other cannot pass anything. This is the primary counter-play; see [Affiliations and Segregation](Affiliations-and-Segregation.md). - **Clean up your wardens.** If searches never seem to finish the job, you may have a Greedy warden re-seeding the wing. Corruption is the resupply valve; personality is the fix. --- *Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*