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# Warden Search
*The sixteenth warden job vanilla never wrote. A guard turns the cell over, and might find nothing —
which is exactly why it has to cost.*
The warden can chat, convert, feed, execute, enslave, release, suppress, and eleven other things.
Searching a prisoner is not one of them, and no such job exists anywhere in the base game. Contraband
adds it as a **new** warden job, not a change to an existing one, and builds it around a single hard
rule: **the search must be able to come up empty.**
## Authority vs. act
The design splits one job into two halves:
| Half | Question it answers | Notes |
|---|---|---|
| The search **assignment** | **Who** may be searched? | it is ordinary warden work — a warden already has the run of the prison, so no new authority is invented |
| The search **act** | **What** is a search? | walk to the pawn, turn them over, resolve |
> The assignment is the authority. The act is just the act.
Why bother splitting them? Because the enforcement layer is meant to grow. A future **Institution:
Police** module adds a *second* authority — a cop who may stop and frisk a **free colonist** — reusing
the same act with a **narrower reach** (a street frisk gets what is on the body, not what is under the
floorboards). That module is an *addition*, not a rewrite, precisely because "who may search" and
"what a search reaches" were never welded together.
## Who gets searched
The search is warden work, and it sits at a deliberate spot in the warden's priorities:
| Property | Value | Why |
|---|---|---|
| Work type | Warden | it is warden work |
| Priority within warden work | **below feeding** | a starving prisoner matters more than a hidden shiv |
| Capacities needed | Manipulation, Sight | you search with your hands and eyes |
| Ranked by suspicion | **yes** | pick the right prisoner, not the nearest |
That last one — ranking by suspicion rather than distance — is what lets a gnawed bed and a thick
record send the warden to the *right* prisoner first.
A search is offered only if all of these hold: the warden should be looking after this prisoner, the
per-prisoner cooldown is up, the prisoner is **awake, not downed, and not in a mental state**, and the
warden can reach them.
Note what is **not** checked:
> Whether the prisoner is actually hiding anything. **The warden does not know. Nobody knows until the
> cell is turned over.** If the job were only offered when there was something to find, the mere
> appearance of the job would BE the discovery, and searching would stop being a gamble the player
> pays for in warden-hours. An empty search has to be possible, and has to cost.
### The cooldown
The same prisoner cannot be turned over more than **once per day** (60,000 ticks). You cannot
brute-force a well-hidden shiv by re-searching the same prisoner ten times in an hour. Every search is
one shot, and then that prisoner is off the list for a day.
## Priority: the search reads the tells
Everyone is worth a routine toss; the tells push a prisoner up the queue. Priority is built up like
this:
- **Base 4** — a routine toss for every prisoner.
- **Up to +12 for a gnawed bed** — scaled by how damaged their owned bed is. A badly damaged bed
shoots to the top.
- **Up to +8 for their record** — prior catches (×2 each), contraband made in the past (×0.5 each),
and foiled escape attempts (×3 each, **the heaviest term**), capped at +8 so the record cannot
completely swamp fresh probable cause.
| Term | Weight | Meaning |
|---|---|---|
| Base | 4 | a routine toss for every prisoner |
| Gnawed bed | up to +12 | how far below full HP their owned bed sits |
| Times caught | ×2 | already caught with contraband before |
| Contraband made | ×0.5 | has finished contraband in the past |
| Escape attempts | ×3 | **the heaviest term** — a known tunneller is checked first, every time |
| (record cap) | +8 max | the record cannot completely swamp fresh probable cause |
The record is only read here, never created. The base of 4 for everyone is not an accident —
**innocent prisoners still get frisked**, because the search must be able to come up empty or its mere
offer would be the discovery.
**Worked example.** A prisoner whose bed sits at 40% HP (so 60% missing), with 2 prior catches and 1
foiled tunnel:
> 4 + (12 × 0.6) + min(8, 2×2 + 1×3) = 4 + 7.2 + 7 = **18.2**
versus **4** for a clean prisoner with an intact bed. The warden walks past the quiet one and goes
straight for the one who has been busy. This closes the loop
[Improvised Weapons](Improvised-Weapons.md) opens: whittling a shiv chews the bed, the damage is
probable cause, and the warden's *suspicion* — not the player's eye — sends them to search.
## The act: what a search does
The searcher walks to the subject, spends a **900-tick** turn with a progress bar, then resolves.
Resolution always does two things, hit or miss:
1. Starts the daily cooldown on that prisoner.
2. Ticks up how many times this pawn has been searched — *"classification and the guard's future
suspicion read how often this pawn has been turned over."*
Then it goes through everything the subject is hiding that this search can **reach** (a full warden
search reaches both the body and the cell; a narrower future street-frisk reaches only the body). If
nothing is reachable, the job ends here — the time was still spent, and the player is told nothing.
### Find math, per hidden item
For each reachable secret, the chance to find it is built like this:
- Start from a **base of 0.35**, plus **0.03 for each level of the warden's Social skill**.
- Scale by how concealable the item is: the factor pivots at concealability 0.5. A drug at 0.5 is
average (×1.0), a shiv at 0.75 is halved (×0.5), a heavy weapon at 0.35 is boosted (×1.3).
- If the item is a **tunnel in progress**, add its extra find chance (up to +0.40 for a nearly
finished shaft), and the ceiling rises.
- Multiply the whole thing by the warden's **Diligence** — a lax, kind, or miserable guard scales it
down.
- Before the find roll, a **bent** warden gets a flat chance to look the other way (their Corruption ×
0.6) even on an item they would otherwise have found.
- The chance is clamped to between 0.02 and 0.95 (0.98 for a tunnel).
Reading it in plain terms:
- **Skill raises the ceiling; concealability lowers it.** Each level of the warden's Social skill adds
a little; a well-hidden item takes a lot of it back.
- **A good warden still misses a well-hidden shiv more often than not.** A level-8 Social warden
searching for a 0.75-concealability shiv is already well under a coin-flip *before* Diligence scales
it down further.
- **A tunnel is a different story.** The pick hides at 0.5, but a nearly-finished shaft adds up to
+0.40 and the cap rises to 0.98 — the deeper the dig, the harder it is to miss. A routine cell toss
catches a dig in progress.
- **The warden's own thoroughness and price** enter last: Diligence multiplies the whole chance down
for a lax, kind, or miserable guard, and Corruption gives a bent guard a flat chance to look the
other way even on an item they would otherwise have found. Both are on the
[Corruption](Corruption.md) page.
### On a find
- The item is confiscated — it **never becomes a real object**, nothing drops on the floor.
- The prisoner's times-caught tally ticks up (raising future suspicion, feeding classification).
- If it was a tunnel, their escape-attempt tally ticks up too — a foiled dig counts the same as one
that ran.
The player gets a message — *"{warden} searched {prisoner} and found hidden {item}"*, or the tunnel
variant. If nothing is found the player is told **nothing**: they do not learn there *was* something,
only that the warden's time was spent.
## Writing back to the record
Every outcome updates Core's criminal record, which is what makes the search a *loop* rather than a
one-off dice roll:
| Tally | Updated when | Read by |
|---|---|---|
| Times searched | every search, hit or miss | priority, suspicion, classification |
| Times caught | a find | priority (×2), classification |
| Escape attempts | a foiled tunnel | priority (×3, heaviest), classification |
If you run **Institution: Justice**, those same tallies drive a prisoner's security classification and
feed the deterrence signal — a prison that catches contraband becomes a prison that classifies its
troublemakers correctly and deters the next attempt. If you run Contraband alone, the tallies still
route the warden. See [Compatibility](Compatibility.md).
## Quick reference
| Constant | Value | Meaning |
|---|---|---|
| Base find chance | 0.35 | before skill and concealability |
| Per Social level | +0.03 | skill raises the ceiling |
| Find chance clamp | 0.02 .. 0.95 | (0.98 for a tunnel) |
| Search duration | 900 ticks | one turn, hit or miss |
| Search cooldown | 60,000 ticks (1 day) | per prisoner |
| Priority base | 4 | every prisoner is worth a routine toss |
| Gnawed-bed weight | up to +12 | how far below full HP their bed sits |
| Record weight | up to +8 | caught ×2 + made ×0.5 + escapes ×3 |
| Default reach | body + cell | narrowed by a future street-frisk |
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
Ward. Each stands alone; together they interlock.*