90 lines
4.7 KiB
Markdown
90 lines
4.7 KiB
Markdown
# Regime
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*The daily life of the held — and the one lever vanilla withholds.*
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Most of what a prison regime needs, vanilla already gives you. The schedule is the Restrict tab. The
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mood-driven disposition already flows through the colony's underlying systems — a neglected prisoner
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runs hotter with no new machinery. So Regime does not rebuild any of that. It adds the single thing
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vanilla flatly refuses to model: **recreation.**
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---
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## What vanilla does, and what Regime flips
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Vanilla denies prisoners the **Joy** (recreation) need outright — the need is flagged colonists-only, so
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it simply never appears on a prisoner. A caged pawn has no recreation bar, cannot take joy from
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anything, and never suffers for its absence.
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Regime flips exactly that one bit on — the same approach the good, popular **Prisoner Recreation** mod
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takes. It grants the recreation need to **humanlike prisoners of your colony** and nothing else: animals,
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guests, slaves and colonists are untouched, only the recreation need is affected, and it only ever
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*adds* the need where vanilla withheld it — it never removes a need another mod granted.
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That is the entire mechanism. Enabling recreation is trivial — once the need exists, vanilla does all
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the rest (joy sources, the recreation bar, the mood effects of a full or empty one). The *value* is not
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the plumbing; it is what an empty bar now costs.
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---
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## Why a need you can neglect is the point
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Giving prisoners recreation is not a mercy toggle — it is a **lever with two ends**, and the down end is
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the one that matters to the suite. Once a prisoner *has* the Joy need, they can be **starved** of it, and
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vanilla's own machinery then does the work: no recreation lowers Joy, which lowers mood, and a low mood
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raises the pawn's disposition — their odds on every "would they?" roll.
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Every one of those steps already exists. Regime only opens the first door; mood is wired to disposition
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in Core, so a prisoner who gets no yard time stews, their mood sinks, and their disposition climbs.
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From [Deterrence](Deterrence.md) and [Discipline & Reform](Discipline-and-Reform.md) you already know
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disposition is the multiplier the whole system keys off; Regime is what lets *neglect* feed it.
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Concretely, a prisoner's mood pushes their disposition into these brackets:
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| Prisoner condition | Disposition contribution |
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|---|---|
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| Mood below 0.20 (recreation-starved, at the floor of despair) | ×2.5 |
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| Mood below 0.35 (badly kept) | ×1.6 |
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| Held **and** mood below 0.40 (a badly run cell) | an additional ×1.4 |
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A prisoner you give no recreation is a prisoner you are pushing up those brackets. Regime turns "I
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didn't bother building a rec room" from a non-event into a disposition cost you pay on every roll.
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---
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## Works alongside Prisoner Recreation
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If you also run the **Prisoner Recreation** mod, nothing breaks. Both mods do the same thing — grant the
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recreation need to prisoners — and because Regime only acts when the need isn't already granted,
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whichever runs first grants it and the other sees it already done. Running both is harmless. Running
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either alone is sufficient. There is no double-need, no conflict, no load-order sensitivity between them.
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Regime prints a short startup message so you can confirm it loaded and prisoner recreation is enabled.
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---
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## Content on top
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Yard time, safety needs, and visitation are *content* on this foundation, not new machinery. Each of
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them is just another thing that moves a prisoner's mood — and mood is already wired to disposition — so
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they build on the same spine that this one recreation change put in place. When they land, they make a
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well-run regime feel richer without adding new systems underneath.
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---
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## How to play with Regime
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- **Build the rec room.** A prisoner with recreation settles; the mood brackets above stay off, and
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their disposition sits near baseline. A cheap horseshoe pin or chess table earns its keep in crimes
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that don't happen.
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- **Neglect is a choice with a number.** Leaving prisoners with nothing to do isn't neutral — it drives
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mood into the ×1.6 and ×2.5 disposition brackets, and a hotter prisoner reoffends, which cools your
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colony's climate of order, which heats *everyone*. The rec room is deterrence you build once.
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- **Recreation and reform stack.** Regime cools disposition *live* (through mood); reform cools it
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*permanently* (through [Discipline & Reform](Discipline-and-Reform.md)). A reformed prisoner in a
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well-run wing is calm on both axes — which is exactly the pawn you can eventually [parole](Parole.md).
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- **You don't need Prisoner Recreation too** — but if you have it, keep it. They coexist.
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---
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*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
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