92 lines
5.5 KiB
Markdown
92 lines
5.5 KiB
Markdown
# Affiliations and segregation
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*Gangs grow out of who pawns **already are** — and the counter-play is to keep the wrong pawns apart.*
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A gang in this mod is never invented from nowhere. It crystallises along the bonds a colony already
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contains: shared faction, shared faith, or real friendship. This page covers the formation rule — which
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bonds count and why the *same room* requirement matters — and then the segregation counter-play that
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turns those same bonds against the network.
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## The formation rule
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On each 5000-tick pass, the game walks everyone currently over the join bar (Nature × Nurture ≥ 0.9)
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and tries to pair each unaffiliated pawn with a mate. A pawn pairs up with someone who is, at that
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moment, **in the same room** *and* someone they **already share a bond with**.
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Two conditions, both required: they must be **in the same room** at the moment of the check, **and**
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they must **share an affiliation**. A disposed pawn does not fall in with a stranger across the map; it
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falls in with someone it is standing next to *and* already connected to.
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Pairing binds them together: if either already runs with a gang, the other joins that gang; otherwise a
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fresh gang is founded. So gangs accrete — a new member pairing with an existing member is absorbed
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into the existing crew rather than starting a rival one.
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### What counts as an affiliation
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| Bond | Condition | Notes |
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|---|---|---|
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| **Same faction** | both belong to the same (non-empty) faction | your colonists share one; captured raiders share theirs |
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| **Same ideoligion** | both follow the same ideoligion, only if the Ideology DLC is active | needs Ideology enabled |
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| **Friendship** | an opinion of at least **+20** of each other | a real positive relationship, not mere acquaintance |
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The design intent:
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> Gangs grow out of who pawns ALREADY are, not out of nowhere — so a prisoner's gang on the outside is
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> their old faction/friends, and rival factions run as rival gangs.
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This is why the system feels coherent rather than arbitrary. A crew is a faction bloc, a congregation,
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or a friend group — social lines the colony *already has*. Gangs mesh with them instead of stamping
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random groupings over the top.
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## Rival factions become rival gangs
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Follow the rule to its conclusion. Two captured raiders from **different** hostile factions each share
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an affiliation with *their own* side but not with each other. Housed in the same wing, each pairs up
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along its own faction line — and now you have **two gangs**. As the
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[Rivalry and Fights](Rivalry-and-Fights.md) page explains, members of two different gangs are
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automatically **rivals**, and rival-gang violence between them is booked as a crime.
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So the affiliation rule and the rivalry rule are two ends of one idea: **who bands together** and **who
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is opposed** both derive from pre-existing loyalties. Mix hostile factions or clashing ideoligions in
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one room and you have not made one big gang — you have made two rival ones and lit the fuse between
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them. This is a housing decision with mechanical teeth.
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## Segregation: the counter-play
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Here is where the formation rule and the network rule meet, and where the rest of the suite earns its
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keep. A gang can only *do* anything — resupply itself — if its members can **reach** each other.
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Passing contraband requires two things: the pawns must be in the same gang, **and** two pawns both on
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the map must have a walkable path between them. Break the path and you break the network.
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The design calls this out as the intended answer to the whole mod:
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> The counter-play is the rest of the suite: Classification SEGREGATES rivals into different wings, and
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> a network whose members cannot REACH each other is starved.
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**Classification** lives in **Institution: Justice**. It grades pawns by risk and lets you sort them
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into separate, walled wings. Two gangmates graded into different wings, with no walkable route between
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them, fail the reach test on every network pass. The gang still *exists* — they are still the same crew,
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still rivals of the other crew — but it can no longer pass a shiv from a holder to a have-not. **A
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network that cannot reach itself is a network that cannot supply itself.**
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This is the elegant part of the design: the very bonds that formed the gang tell you *who to keep
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apart*, and the reach requirement makes keeping them apart actually starve the supply chain. You do not
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disband a gang; you **cut it off from itself** until nothing can move along it.
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## How to play it
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- **Read affiliations before you house pawns.** Same-faction and same-ideoligion prisoners will band
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together; hostile factions in one wing will form *rival* gangs and fight. Sort deliberately.
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- **Segregate by Classification, not by hope.** Putting rivals in "different areas" is not enough —
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resupply only needs a *walkable path* between two gangmates. A shared corridor is a supply line. Use
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genuinely separate, walled wings.
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- **Starve, don't chase.** You will rarely delete a gang outright. The durable win is to keep its
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members unable to reach one another so the network dries up, while keeping mood and deterrence high so
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few pawns cross the join bar in the first place (see [Joining](Joining.md)).
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- **Watch the outside valve.** Segregation starves *internal* resupply; a bent warden can still inject
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new contraband from outside (see [Networks and Smuggling](Networks-and-Smuggling.md)). Partition the
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wing *and* clean up your wardens for a network that genuinely goes dark.
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---
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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