152 lines
7.6 KiB
Markdown
152 lines
7.6 KiB
Markdown
# Rehabilitation
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*The warden work that drives discipline, reform, and parole.*
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Classification, discipline, deterrence, and parole set the rules — a grade over the record, a reform
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score punishment moves, an order climate, a release decision. Rehabilitation is what a warden actually
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*does* day to day to move a prisoner through them. Without it, reform sits still, classification never
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re-grades, and parole never fires; with it, the whole post-arrest arc comes alive.
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It gives corrections the same shape Ward gives psychiatric care — a **prisoner interaction mode**,
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**warden work**, an **alert**, and an **inspect readout** — so a warden reforms a prisoner over time and
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paroles them when they have turned a corner.
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---
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## The two modes
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Both are non-exclusive prisoner interaction modes (the same kind Prison Labor and Ward use), so they
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stack with each other and with recruit / reduce-resistance.
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| Mode | What a warden does | Result |
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|---|---|---|
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| **Rehabilitate** | Runs counselling sessions on the prisoner | Reform rises, the reform bar fills, colony order rises |
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| **Parole when reformed** | Releases the prisoner **once they are eligible** | A paroled colonist, back in the colony |
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Set **Rehabilitate** alone to run the programme and parole by hand when the alert fires; set **both**
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for a hands-off "reform, then release" pipeline. A prisoner flagged for parole who is *not yet* eligible
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is simply not acted on — the warden waits.
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---
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## A rehabilitation session
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A warden walks to the prisoner and counsels them for about 20 in-game minutes, with Social as the
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active skill. On completion (never on interruption — you only earn credit for a finished session), one
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session does three things:
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1. **Corrective discipline** — a gentle disciplinary act: reform **+0.10**, and it raises the colony's
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**order** by **+0.12**. This is the deterrence-up half that punishment alone never triggered —
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visible corrective justice deters everyone else.
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2. **The reform bar** — the visible progress bar fills, by **0.34 × cell quality × skill** per session,
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and it **decays −0.08/day**, so rehabilitation has to be *sustained*.
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3. **A memory** — the prisoner feels counselled (a small mood lift).
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| Input | Range | Depends on |
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|---|---|---|
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| skill factor | 0.5 … 1.0 | the warden's Social level |
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| cell quality | 0.5 … 1.5 | the cell's impressiveness |
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| reform per session | +0.10 | fixed |
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| order per session | +0.12 | fixed |
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Reform reaches the parole bar (0.30) in roughly **three completed sessions** — faster than a bad cell or
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a poor counsellor fills the visible bar. So the "Ready for parole" alert keys off the real gate, not the
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bar you see filling.
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---
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## Neglect — the teeth
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A prisoner you flag for rehabilitation and then never attend **hardens**, exactly as a ward you don't
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staff does. Once more than **two days** pass since the last real session, reform falls **−0.15/day** and
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they resent it (a mood hit). This hardening lowers reform *directly*, not as an act of visible justice —
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neglect is passive prisonization, so unlike a session it does **not** raise the colony's order.
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Attend the prisoner and the clock resets; flag them and walk away and they slide back toward the record
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that put them in. "A reform programme you don't staff is worse than none."
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---
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## Parole — the release that stays
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When a rehabilitated prisoner clears the parole gate — reform 0.30 or higher, security grade Medium or
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below, not already pardoned — the **Ready for parole** alert names them. A warden set to Parole then
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processes the release:
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- marks the **pardon** on the record;
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- clears the prisoner hold so a former prisoner becomes a **free colonist again** — a parolee who
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*stays* in the colony carrying their record, not vanilla's release that ejects them from the map;
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- a grateful memory, and a small **+0.03** to order (a lawful release is visible justice too).
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The parolee keeps their record, so if they reoffend the [policing](Policing.md) loop catches them again
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— recidivism, closing back onto the start.
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---
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## Discipline — the other lever
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Rehabilitation is the carrot; **discipline** is the stick, and its opposite. Set a prisoner to
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**Discipline** and a warden puts them in **solitary**: harsh discipline *hardens* them — reform falls —
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yet raises the colony's order (visible harsh justice deters the rest), and it stings: a mood hit and an
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on-edge *in solitary* status. It fires at most once per term (the status blocks re-discipline for about
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two days), so it holds order without cratering reform in a single day. The tension is the point: lean on
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discipline to keep order and you make the punished harder to reform.
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## Classification enforcement
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Classification always computed a **security grade** (Minimum..Supermax); now it is actionable:
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- **The grade shows** on every prisoner's inspect pane — the game tells you who is dangerous instead of
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leaving you to guess.
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- **Wing-routing.** A wall-mounted **security marker** grades the cell block it stands in
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(Minimum..Supermax, set with a gizmo). One marker covers a *whole block* — a prisoner takes the grade
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of the nearest marker in range, so you tag a corridor once rather than cluttering every cell. A
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**"Dangerous prisoner unsecured" alert** then flags any prisoner held in a wing too weak for their
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grade, and the inspect pane shows their wing and a **MISPLACED** warning — move them to a stronger
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wing. An ungraded wing falls back to flagging an unsegregated Maximum/Supermax pawn.
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- **Cell safety:** a prisoner caged with a dangerous one suffers a mood penalty. Segregate your
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dangerous prisoners, or their cellmates pay for it — the grade made to matter on the *housing* side,
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not only at parole.
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## Regime — yard, lockup, and visitors
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Beyond punishment and reform, the held have a **daily life**:
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- **Yard / Lockup schedule.** Two timetable blocks set a held pawn's day: **Yard** allows recreation
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(with the prisoner recreation need Regime enables, they head out to a rec area), **Lockup** confines
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them to the cell and stews their mood. The timetable itself is **Prison Labor's** — Corrections reads
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it when PL is present and does nothing without it, so PL stays compatible.
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- **Visitors.** A prisoner or ward patient with family or a bond gets **visitors** — a friendly party
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walks in under the game's own visitor AI and congregates by their cell, and the break from isolation
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lifts their mood. Thematically strongest for a ward patient whose family comes to see them.
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---
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## Seeing it
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Every colony prisoner's inspect pane now carries the corrections readout:
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> *Security grade: Maximum* · *In solitary* · *Rehabilitation: reforming (40%) — neglected (3d)* ·
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> *reformed — ready for parole*
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The **grade** shows for every held pawn; *in solitary* while a discipline term runs; the
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**rehabilitation** line for a pawn set to reform. And because the colony's **order climate** otherwise
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has no readout at all, the same pane surfaces it when it is far enough from ordinary to matter —
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*Colony order: low (28%) — crime pays here* / *high (71%) — order holds*.
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---
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## What this closes
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With rehabilitation in play, the whole post-arrest arc runs: **discipline** moves reform,
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**classification** re-grades as reform rises, **deterrence** climbs on visible justice (not just falls
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on crime), **parole** releases the reformed, and Core's **treatment** carries the reform bar the same
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way it carries Ward's recovery. The loop closes back onto disposition — catching, reforming, and
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releasing one pawn moves the climate every other pawn is judged against.
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The whole corrections layer can be toggled off in the mod's settings, like the rest of the suite.
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---
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*Part of the **Institution** suite.*
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