# Institution: Ward **Involuntary psychiatric commitment for RimWorld 1.6 — the third pawn state, neither free nor guilty.** > **The psychiatric-care layer of the [Institution](https://git.arch.fyi/flan/institution) > suite.** Ward runs on Core's shared treatment engine and ships bundled in the single Institution > install with a toggle of its own; it still installs standalone (needing only Institution: Core and > Harmony). Once a separate sister mod, now folded in. RimWorld gives a person exactly two places to stand: **colonist**, or **prisoner**. There is no third state for someone who is neither free nor guilty. Out of the box you cannot commit anyone. A colonist breaks, wanders off, punches a wall, recovers on their own, and goes back to hauling steel as though nothing happened. Mental breaks are episodic and amnesiac — nothing persists, nothing is *done* about them. Ward adds the missing state, and the room to put it in. A colonist you arrest can be set to **psychiatric care**. Wardens counsel them at a **treatment station**. A room with prisoner beds and a treatment station is a **psychiatric ward**, not a prison cell. Treatment lowers the patient's mental-break threshold while it lasts — and it fades, so it has to be *sustained*. A ward you don't staff is worse than no ward at all. --- ## The third state RimWorld doesn't have The reason "commit a colonist" isn't a stock button is simple: vanilla only knows two kinds of held person — a free colonist and a prisoner. There's no built-in slot for someone who is neither free nor guilty, which is why other mods that keep a not-quite-colonist around (like *Hospitality* and its guests) have to work so hard to maintain them. **Ward takes the cheap road.** A committed pawn *is* a prisoner — arresting your own colonist already does that. Ward just adds a new **way to handle** that prisoner: a "psychiatric care" mode you toggle on, sitting alongside vanilla's recruit / convert / release options. Nothing exotic — it's the same kind of custom prisoner mode other prison mods already add. So committing someone is entirely ordinary from the game's point of view: - **psychiatric care** — a new prisoner interaction mode you switch on - **the psychiatric ward** — a new room role a cell earns once it holds a treatment station - **counselling** — a new warden job, handled like any other warden work - the **treatment station**, the **recovery**, the **neglect** — new content layered on top Because Ward *adds* things rather than rewriting how vanilla prisoners behave, it sits quietly next to the popular psych and prison mods instead of fighting them. Which mods, and why, is on the **Compatibility** page. --- ## Riding the prisoner rail (why the suite cares) The choice that makes Ward *cheap* also makes it *interesting* inside the wider Institution suite. A committed patient is a genuine vanilla prisoner. That means they're a **held pawn** in exactly the sense the rest of the suite understands: someone who can be searched, and who can conceal and improvise contraband. A patient in a psych ward can hoard a shiv or brew something foul in a smuggled vessel, because the contraband, search, corruption and gang systems already work on any held prisoner — and a ward patient is one, for free. **And re-labelling a cell as a ward never lets anyone out.** A ward is a prison cell that also happens to be a ward — the two roles coexist. Containment, food delivery, and prison breaks all keep working exactly as they did before you built the station. --- ## Wiki index | Page | What's on it | |---|---| | **Home** (this page) | What Ward is, the third-state problem, the suite | | **Commitment** | How commitment works in play: the care mode, the station, the ward room, the warden's job, treatment, recovery, neglect, and how it stacks with recruitment — with the real numbers | | **Compatibility** | Which popular psych and prison mods Ward plays nicely with, and why it doesn't fight them | --- ## Part of the Institution suite A set of RimWorld 1.6 mods about what an institution does to the people inside it. Each mod stands alone as an install; together they interlock into one system — colonists and prisoners drift toward crime on a spectrum of nature × nurture, and a policing/justice layer discovers, catches, punishes, reforms, or paroles them. Ward's psychiatric ward is a secure context where a committed patient can conceal and improvise contraband exactly as a prisoner can, because they ride the same prisoner rail. | Mod | What it is | |---|---| | **Institution: Ward** (this) | Involuntary psychiatric commitment — the third pawn state, neither free nor guilty. | | **Institution: Core** | The shared engine — propensity (nature × nurture), the criminal record, secured context. | | **Institution: Contraband** | The physical smuggling loop — conceal, improvise shivs, dig Prison-Architect tunnels, warden search, warden corruption. | | **Institution: Justice** | Corrections & policing — classification, deterrence, discipline, parole, regime. | | **Institution: Gangs** | Gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime. | | **Foul Play** | The vessel + substance + throw framework, and the "Piss Nuke" flagship; bridges to Core + Contraband when both are present. | Reference sibling mods by name — the mods are separate repositories and cross-repo links break. ---