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266 lines
12 KiB
Markdown
266 lines
12 KiB
Markdown
# Propensity — nature × nurture
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`Propensity` is the suite's disposition engine. It answers one question and only one: *"would
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**this** pawn do it?"* — never *"would a prisoner,"* never *"would a colonist."* Every behaviour in
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the suite that hinges on a pawn's character routes through here, so the crime system, contraband
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brewing, escape arming, and gang recruitment all read the same answer instead of each guessing.
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The model is deliberately old-fashioned: **nature × nurture.**
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- **Nature** is a fixed property of the person — their traits. Almost nobody is strongly disposed.
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This does not change over a pawn's life.
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- **Nurture** is what the colony has done *to* them — mood, mistreatment, unmet needs, the shadow a
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sentence leaves. This is the half **you** control, and the half no other mod models.
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Good conditions pull nurture down; neglect and cruelty push it up. A saint left to rot can cross the
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line; a monster kept content and deterred may never act. The engine is built so both of those stories
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are possible.
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Everything on this page is verified against `Source/Core/Propensity.cs`.
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---
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## Nature — who they are
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```
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Nature(pawn) : float in [0, 1]
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n = 0.05 // baseline — everyone has a little
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for each listed trait the pawn has:
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n += weight
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return Clamp01(n) // never below 0, never above 1
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```
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The baseline is `0.05`. That is the floor of the human condition in this model: everyone is capable
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of *something*, most people barely. From there, traits add or subtract.
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### Trait weights
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Traits are read **reflectively by defName** via `DefDatabase<TraitDef>.GetNamedSilentFail`. If a
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trait's mod is not installed, that entry is silently skipped rather than throwing a hard reference —
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which is how Core consumes Vanilla Traits Expanded's dark traits without *depending* on VTE.
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| Trait | Weight | Source | Note |
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|---|---:|---|---|
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| Psychopath | **+0.45** | Vanilla | no empathy; the heaviest single input |
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| Kleptomaniac | **+0.40** | Vanilla Traits Expanded | consumed, not rebuilt |
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| Bloodlust | **+0.35** | Vanilla | enjoys violence |
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| Pyromaniac | **+0.30** | Vanilla Traits Expanded | consumed, not rebuilt |
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| Greedy | **+0.25** | Vanilla | wants more than their share |
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| Abrasive | **+0.15** | Vanilla | friction with everyone |
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| Ascetic | **−0.15** | Vanilla | wants little, takes little |
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| Kind | **−0.30** | Vanilla | the strongest pull *down* |
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The design note in the source is explicit: *"We CONSUME Vanilla Traits Expanded's
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kleptomaniac/pyromaniac as inputs here rather than rebuild them; vanilla's own dark traits count
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too."* Core does not add traits of its own — it reads the ones the ecosystem already has.
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### Worked Nature values
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Because weights simply add and then clamp, Nature is easy to read by hand:
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| Pawn | Arithmetic | Nature |
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|---|---|---:|
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| Ordinary pawn (none of the above) | `0.05` | **0.05** |
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| Kind pawn | `0.05 − 0.30 = −0.25` → clamp | **0.00** |
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| A single Greedy trait | `0.05 + 0.25` | **0.30** |
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| Psychopath | `0.05 + 0.45` | **0.50** |
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| Psychopath **and** Kind | `0.05 + 0.45 − 0.30` | **0.20** |
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| Greedy + Abrasive | `0.05 + 0.25 + 0.15` | **0.45** |
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| Psychopath + Bloodlust + Kleptomaniac | `0.05 + 0.45 + 0.35 + 0.40 = 1.25` → clamp | **1.00** |
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Two things fall out of this. First, the clamp is not decorative: a Kind pawn floors at exactly `0`
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(nature can never make them *disposed*, only never disposed), and a stacked monster ceilings at `1`.
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Second, traits genuinely net against each other — a Kind Psychopath is a real, middling `0.20`, not a
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contradiction the engine has to resolve by fiat.
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Most rolled pawns sit at or near the `0.05` floor. That is intended: *"Most pawns sit near the floor;
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a rare few are strongly inclined."* A colony full of ordinary people is supposed to be mostly safe on
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nature alone. What makes them dangerous is nurture.
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---
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## Nurture — what you have done to them
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```
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Nurture(pawn) : float (a multiplier, >= ~0.5 in normal play)
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m = 1.0 // ordinary circumstance
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mood = pawn.needs.mood.CurLevelPercentage (or 1.0 if none)
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if mood < 0.20: m *= 2.5 // at the floor of despair
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else if mood < 0.35: m *= 1.6 // badly kept
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if IsHeld(pawn) and mood < 0.40: m *= 1.4 // held AND unhappy compounds
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rec = criminal record (peek — does not create one)
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if rec != null and rec.reform != 0:
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m *= Clamp(1 - rec.reform * 0.5, 0.4, 2.0) // prisonization
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m *= DeterrenceFactor(pawn) // colony climate of order (1.0 in Core alone)
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return m
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```
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`1.0` is an ordinary pawn under ordinary conditions. The number rises as things go wrong and falls as
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they go right. Each clause below is one lever.
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### The multiplier ladder
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| Clause | Factor | Applies when | Stacks? |
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|---|---|---|---|
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| **Despair** | ×2.5 | `mood < 0.20` | mutually exclusive with "badly kept" |
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| **Badly kept** | ×1.6 | `0.20 ≤ mood < 0.35` | mutually exclusive with "despair" |
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| **Held & unhappy** | ×1.4 | `IsHeld` **and** `mood < 0.40` | on top of the mood clause |
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| **Prisonization** | ×`Clamp(1 − reform×0.5, 0.4, 2.0)` | `reform ≠ 0` | on top |
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| **Deterrence** | ×`DeterrenceFactor(pawn)` | always (neutral `1.0` in Core alone) | on top |
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The two mood clauses are an `if / else-if`: a pawn is either in despair *or* badly kept, never both.
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The "held & unhappy" clause is separate and multiplies again — so a mistreated prisoner in despair
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compounds `2.5 × 1.4 = 3.5` before anything else. The source calls that exactly what it is: *"a badly
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run cell."*
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### Prisonization — the reform lever
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The `reform` clause deserves its own look, because it is where a sentence leaves a permanent mark.
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```
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reform factor = Clamp(1 - reform * 0.5, 0.4, 2.0)
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```
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| `reform` | Meaning | Factor |
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|---:|---|---:|
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| **+1.0** | fully rehabilitated | 0.50 |
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| +0.5 | improving | 0.75 |
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| 0 | untouched (clause skipped) | *1.00* |
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| −0.5 | hardening | 1.25 |
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| **−1.0** | prisonized | 1.50 |
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| ≥ +1.2 | (over-reformed) | clamp floor **0.40** |
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| ≤ −2.0 | (utterly broken) | clamp ceiling **2.00** |
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`reform` is nominally documented as `0..1`, but the punishment machinery can and does drive it
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**negative** — the source discusses `reform < 0` ("hardened, prisonized") in as many words. Within the
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realistic range `[−1, +1]` the factor spans `0.5 … 1.5`; the `0.4 / 2.0` clamps only bite at extremes
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outside that, catching a pawn who has been endlessly punished or endlessly rehabilitated.
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The important design property: Core only ever **reads** `reform` here. Nothing in Core moves it. The
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Justice layer's `Discipline` and `Parole` are what nudge it up or down — which means
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*institutionalization and recidivism become the suite's without a parallel mechanic.* A pawn who was
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broken by a brutal prison stays broken (nurture ×1.5) after release; a pawn genuinely reformed stays
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calmer (×0.5) for good. The scar is carried by one float.
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### Deterrence — the climate of order
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The final `× DeterrenceFactor(pawn)` is the seam that lets the whole colony's climate feed back into
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each pawn's disposition. **In Core alone it is neutral — a flat `1.0`** — because Core does not know
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what deterrence is. When Institution: Justice is loaded, it fills this in: a well-policed colony pulls
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the factor below `1` and deters everyone a little; a lawless one pushes it above `1` and emboldens
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them. That is what makes catching and punishing *one* pawn matter to the disposition of *the rest*.
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The full mechanics of the seam — and how to fill it from your own mod — are on the
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[Modder API](Modder-API.md) page. For now: with Core installed by itself, this clause does nothing,
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and that is correct.
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---
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## Would — the full roll
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`Nature` and `Nurture` are ingredients. `Would` is the meal: the actual yes/no for a specific
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behaviour at a specific base rate.
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```
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Would(pawn, baseChance, salt, cap = 0.85) : bool
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chance = min(cap, baseChance * (0.1 + Nature(pawn) * 2) * Nurture(pawn))
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return Rand.ChanceSeeded( Clamp01(chance), pawn.thingIDNumber ^ salt )
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```
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Three things are happening in that one line of arithmetic:
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1. **`baseChance`** is the caller's dial — the base rate of *this* behaviour for an average pawn
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(a rare act passes a small number, a common one a larger). Core does not decide it; the module
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asking the question does.
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2. **`(0.1 + Nature × 2)`** is the nature amplifier. It spans **×0.1** (a saint, Nature 0) to
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**×2.1** (Nature 1). At the common `0.05` floor it is `×0.2`. So a floor pawn is one-fifth as
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likely as the base rate; a maxed monster over twice as likely — *before* nurture.
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3. **`× Nurture`** applies circumstance on top, and `min(cap, …)` caps the whole thing at `0.85` by
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default. Nobody is ever a dead certainty; there is always slack. A caller who wants a harder or
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softer ceiling passes their own `cap`.
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### Worked example 1 — an ordinary colonist, content
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Base rate `0.10`, an ordinary pawn (Nature `0.05`), good mood so Nurture `1.0`:
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```
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nature term = 0.1 + 0.05 * 2 = 0.2
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chance = min(0.85, 0.10 * 0.2 * 1.0) = 0.02 → 2%
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```
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Two percent, and — critically — **seeded**. For this pawn and this question it is a fixed 2% coin
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that either comes up or does not; it is not re-flipped every tick.
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### Worked example 2 — a mistreated psychopath prisoner
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A Psychopath + Bloodlust prisoner (Nature `0.85`), mood `0.15` (despair ×2.5), held and unhappy
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(×1.4), `reform = −0.5` (hardening → ×1.25), Core-only so deterrence `1.0`. Base rate `0.10`:
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```
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nature term = 0.1 + 0.85 * 2 = 1.8
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nurture = 2.5 * 1.4 * 1.25 = 4.375
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chance = min(0.85, 0.10 * 1.8 * 4.375) = min(0.85, 0.7875) = 0.7875 → ~79%
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```
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Same base rate as example 1, same engine — but nature and a badly-run cell have turned a 2% pawn into
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a near-certainty. The player did that, clause by clause.
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### Worked example 3 — hitting the cap
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A fully stacked monster (Nature clamps to `1.0`), in despair (×2.5) and held & unhappy (×1.4), in a
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lawless colony where Justice has set deterrence to `1.4`. Base rate `0.10`:
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```
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nature term = 0.1 + 1.0 * 2 = 2.1
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nurture = 2.5 * 1.4 * 1.4 = 4.9
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raw chance = 0.10 * 2.1 * 4.9 = 1.029
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chance = min(0.85, 1.029) = 0.85 → capped at 85%
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```
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The raw product blew past `1.0`; the cap reins it to `0.85`. Even here, a `0.15` sliver of "not
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today" survives. That sliver is deliberate — it keeps the worst pawn a character with a bad day
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coming, not a scripted event.
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---
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## The seeded roll — characters, not a dice cup
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The last argument of `Would` is a **salt**, and the seed is:
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```
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seed = pawn.thingIDNumber ^ salt
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```
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`Rand.ChanceSeeded` turns that seed into a *deterministic* pass/fail. This is the single most
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important design decision on this page, and it is worth being precise about why.
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**Save/reload stability.** Because the seed is derived from the pawn's stable `thingIDNumber` and a
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fixed salt — not from the live RNG stream — asking "would they?" gives the same answer before and
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after a save/reload, as long as the inputs (traits, mood, reform) are the same. You cannot scum a
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reload to re-roll a pawn into a different person. *"WHO they are does not shift under them on a
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save/reload."*
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**A character, not a per-tick lottery.** A naive implementation would flip a fresh coin every tick,
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so any pawn eventually does anything if you wait long enough. Seeding instead makes "would this pawn
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pocket a shiv?" a *fixed fact* about that pawn under those conditions — *"what makes them a character,
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not a dice cup."*
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**Live circumstance still bites.** Seeding freezes the *identity*, not the *situation*. Nurture is
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recomputed live, so as mood collapses or reform hardens, the same pawn's `chance` climbs and the same
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seeded coin can flip from "no" to "yes." The pawn who would not have acted last month acts now — not
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because the dice changed, but because you let their world get worse.
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**Different questions, different salts.** Each behaviour passes its own salt, so the rolls are
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independent. The source puts it plainly: *"a man who would pocket a shiv is not therefore a man who
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would inform on his cellmate."* One pawn can be reliably one kind of trouble and reliably not another,
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and that pattern is stable across the whole game.
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---
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*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*
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