99 lines
5.6 KiB
Markdown
99 lines
5.6 KiB
Markdown
# Rivalry and fights
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*Two gangs, one grudge. A gang fight is a **crime** — booked, attributed, and fed back into the colony's
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climate of order.*
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Gangs do not just supply themselves; they collide. Where the network is about who shares, rivalry is
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about who is opposed — and, crucially, about turning gang violence into something the rest of the
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suite can *see* and *police*.
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## Who is a rival
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The rule is exactly as blunt as it sounds: **two pawns in two different gangs are rivals.** Both must
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actually be in a gang, and it must be a *different* gang for each. As the design puts it:
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> Two pawns of DIFFERENT gangs are rivals — inside the wire or out on the street.
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Note what is *not* required. There is no separate "hostility" flag, no rival-declaration event, no
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threshold to cross. The moment two crews exist, their members are rivals of one another. Rivalry is a
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structural fact about who is in which gang, not a mood or a relationship value.
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Two consequences fall straight out of that:
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- **Non-members are nobody's rival.** A pawn in no gang — everyone in a healthy colony — is never a
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rival to anyone, because rivalry needs *both* pawns to be in a gang. No gangs, no rivalry.
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- **Same gang, never rivals.** Members of one crew are in the *same* gang, so they are not rivals.
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Within a gang there is no rivalry to book; there is the network (see
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[Networks and Smuggling](Networks-and-Smuggling.md)).
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Where do two *different* gangs come from in the first place? From the affiliations pawns already have —
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rival factions and rival ideoligions form into separate crews. That is the subject of
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[Affiliations and Segregation](Affiliations-and-Segregation.md); the short version is that gangs mesh
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with the colony's existing social fault lines, so **rival factions run as rival gangs.**
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## A fight is a crime
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The payoff of tracking rivalry is what happens when rivals fight. When a rival-gang attack happens, it
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is not treated as generic brawling — it is booked as a crime through the same Justice pipeline as any
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other offence.
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Only rival-gang violence counts: the two pawns must be in different gangs for anything to be recorded.
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A scuffle between gangmates, or between two non-members, is not a *gang* fight and is not booked. When
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it *is* rival-gang violence, the whole event is recorded as a crime against the **attacker**, and that
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does three things at once (they live in Institution: Justice, but this is what Gangs is leaning on):
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| Effect of booking a gang fight | Where it lands |
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| the attacker's crime count goes up | their criminal record (Core) |
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| the time of the crime is stamped to now | their criminal record (Core) |
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| the colony's **deterrence** nudges **down** (a crime happened; order slipped) | Justice's deterrence system |
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## Inside the wire and out on the street are the same offence
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This is the design point the mod is emphatic about:
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> A gang fight is a CRIME — it goes on the attacker's record and moves the colony's climate through
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> the same Justice loop as any other, so it can be investigated, attributed and policed. Rival-gang
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> violence inside a prison and out on the street are the same offence.
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There is no separate rule for a prison-yard shanking versus a colonists' brawl in the dining room. A
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fight is booked purely on whether the two pawns are rivals. A free colonist who is a gang member
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attacking a rival is booked identically to a prisoner doing the same in a cell block. The gang system
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does not care which side of the wall the violence is on — only that it was between rivals.
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This is what makes gang violence *legible* to the rest of the suite. A fight is not a one-off flavour
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event that scrolls past in the log; it is a record entry with an attributed perpetrator and a timestamp,
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which means it can be investigated, blamed on a specific pawn, and answered.
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## How it feeds deterrence — and back into joining
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Here is the loop that closes the whole suite:
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1. A rival-gang fight is booked as a crime against the attacker.
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2. That nudges the colony's **deterrence down**. Order has visibly slipped.
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3. Lower deterrence *raises* the nurture multiplier for **every** disposed pawn on the map (less
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deterrence means a bigger multiplier).
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4. Higher nurture pushes more pawns over the Nature × Nurture ≥ 0.9 join bar (see
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[Joining](Joining.md)).
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5. More members → more rivals → more fights available to be booked.
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Left unanswered, gang violence is self-reinforcing: each booked fight makes the next one likelier. The
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brake is the other half of Justice — **punishment raises deterrence back up**, which lowers nurture,
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which drops borderline pawns back under the bar. The seesaw works both ways: punishing a pawn raises the
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deterrence level, and a fresh crime lowers it again.
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## How to play it
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- **Respond to booked fights.** A gang fight is real feedback that deterrence has slipped. Punishing the
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attributed attacker is not just retribution — it is the mechanical lever that pulls deterrence back
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up and cools the whole map's propensity.
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- **Don't manufacture two gangs where there was one.** Rivalry needs two different crews. Housing pawns
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of hostile factions or clashing ideoligions together is what creates the second gang and the fights
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between them — see the next page.
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- **Read the record, not the moment.** Because every fight is attributed to a perpetrator, a thick
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record of gang violence points you at *who* to segregate, discipline, or parole — the same tools the
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rest of the suite already gives you.
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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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