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institution/About/About.xml
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<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>
<packageId>flan.institution</packageId>
<name>Institution</name>
<author>flan</author>
<supportedVersions>
<li>1.6</li>
</supportedVersions>
<description>Prison Architect in RimWorld: every pawn has a criminal propensity on a spectrum -- nature (traits) x nurture (mood, mistreatment, treatment) -- and the colony can police it. Catching and punishing ONE pawn changes the disposition of the rest.
This is the whole Institution suite in one install, mirroring a real justice system -- police, prison, parole -- with a checkbox per layer in the mod settings (all ON by default):
- Contraband -- the physical smuggling loop. Prisoners conceal what they walk in with, whittle shivs from their cell's own furniture, and dig Prison-Architect tunnels under the wall. Wardens search the right prisoner first, by the record -- and a bent warden looks the other way, or smuggles for them.
- Policing -- enforcement and order. Your own colonists offend on the propensity spectrum (rarer in a small, tight colony); witnesses and a constable's work name the culprit, and a weighed arrest can end in a cell or a resisted breakout. A climate of order that crime erodes and visible justice restores feeds back into everyone's disposition. Plus prison riots when order collapses.
- Corrections -- the prison. Classification grades every held pawn by what they have actually done, and a wall-mounted marker grades a whole wing. Discipline hardens or reforms; parole lets the reformed out as free colonists; regime gives prisoners the recreation, yard time, and visits vanilla denies them.
- Gangs -- the social layer. Disposed pawns band together along the lines they already share and move contraband among themselves; rival gangs fight, inside the wire or out, and the fight is a crime. A well-run colony grows few gangs, if any.
- Ward -- psychiatric care. Commit a prisoner for treatment instead of punishment: sustained counselling reduces the disorder that broke them and builds a recovery track toward discharge. Neglect a committed patient and they deteriorate.
Turn any layer off in Options -> Mod Settings and it goes inert immediately. The shared Core engine -- propensity, the criminal record, the treatment engine -- ships inside this mod, so there is no separate dependency to install.
Requires Harmony. Pairs with the standalone Foul Play (the vessel/substance framework), which bridges in when both are present.
Part of the Institution suite.
</description>
<modDependencies>
<li>
<packageId>brrainz.harmony</packageId>
<displayName>Harmony</displayName>
<steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl>
</li>
</modDependencies>
<loadAfter>
<li>Ludeon.RimWorld</li>
<li>brrainz.harmony</li>
</loadAfter>
</ModMetaData>