106 lines
5.8 KiB
Markdown
106 lines
5.8 KiB
Markdown
# Networks and smuggling
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*The one thing nothing else models: contraband that flows **between** pawns. A gang is a supply chain.*
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This is the core of the mod. Everything else — who joins, who fights, who is kept apart — exists to
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serve or to break the network described here. A gang is not a mood aura; it is a **supply chain**, and
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contraband flows along it.
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## The move
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The heart of it is a single transfer: a gangmate who is holding a stash passes one piece of it to a
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gangmate who has none. Here is everything that has to be true for a piece to move:
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- both pawns are in the **same gang**;
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- if both are on the map, the supplier has a **walkable path** to the customer (touch range, willing to
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cross deadly danger to get there);
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- there is contraband in play on the map at all;
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- the supplier is actually holding at least one concealed item.
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When all of that holds, the supplier's first concealed item leaves their hands and arrives — still
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hidden — on the customer.
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A few things worth reading carefully:
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- **One item per move.** It moves the first concealed item on the supplier, and exactly that. It is a
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redistribution, not a duplication: the item leaves the supplier and arrives concealed on the customer.
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The gang's total stash is unchanged; only *who holds it* changes.
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- **Same gang, always.** Both pawns must belong to the same gang. There is no smuggling to a stranger —
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the network only moves along membership.
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- **The reach requirement only applies to pawns both on the map.** Two pawns physically present must
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have a walkable path between them. If a member is off the active map, the reach check is skipped —
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which is what allows a gang to reach across the wall to a member who is not on the map right now.
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## Why this defeats a single search
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Consider a wing of four gangmates and one shiv. You search Prisoner A and find nothing — clean. You
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tick a box: *cell searched, no contraband.* But the shiv was on Prisoner C the whole time, and on the
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next 5000-tick network pass it will move to whoever is out. Search C tomorrow and it may already be on
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A again.
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Put plainly:
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> A gangmate holding a stash supplies one who has none, so a search that turns up nothing on one
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> prisoner has not cleaned out the wing.
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A single search is a snapshot of one pawn in a network that reshuffles itself. This is the whole reason
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contraband-as-a-network is worth modelling: **the unit of contraband is the wing, not the pawn.** To
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clean it out you have to either search faster than it moves, or — far better — break the network.
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## The automatic resupply pass
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You never trigger a transfer by hand; the game runs it automatically on the 5000-tick pass. After
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forming gangs for the pass, it runs one resupply round **per gang**: it finds the first member who *is*
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hiding contraband and the first member who is *not*, and if both exist, moves one item from the holder
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to the empty-handed member.
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So on each interval, every gang that has both a haves-member and a have-not-member performs **one**
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transfer, moving a single item from a holder to someone empty-handed. Over several passes the effect is
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that a gang tends to keep its members supplied and to spread a stash out — which is exactly what makes
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a scattershot search miss it. (Only members who currently meet the join bar take part in this automatic
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pass.)
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## The cross-wall move
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Because neither the join bar nor gang membership cares about a pawn's secured status, a gang can have a
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**free** member and a **held** member. If the free member is holding the stash, the network resupplies
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*into* the prison — the outside man passes to the inside man. A free colonist and a prisoner can be in
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one gang with the stash on the free member; the transfer succeeds, and afterwards the prisoner is hiding
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contraband and the colonist is not. Your prison's contraband problem is not sealed inside your prison.
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## Resupply from outside: the bent warden
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The transfer only *redistributes* what a gang already has. So what happens when you finally search the
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whole wing on the same day and strip every member clean — there is nothing left to pass around? The
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gang is starved. It stays starved until contraband **re-enters** from outside.
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That external source is not part of Gangs; it is **Institution: Contraband's** corruption route. A
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warden's honesty varies by personality (a Greedy warden has a price), and a bent warden can *smuggle
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contraband in to a prisoner*, planting a concealed item directly. That single planted item is then all
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the network needs: one holder, and the next 5000-tick pass spreads it back out across everyone who can
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reach.
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So the two halves of the supply picture are:
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| Mechanism | Owner | What it does |
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| Passing contraband between gangmates | **Gangs** | moves existing contraband *between* gangmates who can reach each other |
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| Warden smuggling | **Contraband** | injects *new* contraband from outside via a corruptible warden |
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Cut both and a gang genuinely dries up. Cut only the redistribution and a bent warden re-seeds it; cut
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only the warden and any stash you missed keeps circulating.
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## How to break a network
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- **Search the whole wing at once**, not one pawn at a time. A partial sweep is a snapshot the network
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routes around.
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- **Segregate rivals into different, unreachable wings** (Classification, in Institution: Justice). The
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reach requirement is the lever — a network whose members cannot walk to each other cannot pass
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anything. This is the primary counter-play; see
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[Affiliations and Segregation](Affiliations-and-Segregation.md).
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- **Clean up your wardens.** If searches never seem to finish the job, you may have a Greedy warden
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re-seeding the wing. Corruption is the resupply valve; personality is the fix.
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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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