sync-wiki.sh mirrors policing + corrections instead of justice; the aggregate Wiki index and the per-layer folders reflect the six-layer suite (Core - Contraband - Policing - Corrections - Gangs - Ward) and the reserved Judiciary seam. Assemblies re-vendored with the fresh module DLLs.
104 lines
6.5 KiB
Markdown
104 lines
6.5 KiB
Markdown
# Institution — Wiki
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*Prison Architect in RimWorld. One install, six toggleable layers, over one shared engine.*
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> **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (mood,
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> mistreatment, treatment) — and the colony can police it.**
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That one sentence is the whole suite. Colonists, prisoners, and slaves drift toward crime on a
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continuous spectrum; a policing-and-corrections machine discovers, catches, weighs, punishes, reforms,
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treats, and releases them — and catching one pawn changes the disposition of the rest.
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**Institution** is the single mod that ships all of it. It bundles the suite's layers into one
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install with a **checkbox per layer** (all on by default), owning no gameplay code itself — it is a
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thin settings shim over the same separate, still-splittable feature DLLs. Pull it apart into its
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layers again and nothing is lost.
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---
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## The gameplay loop
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The suite is a closed loop, and each turn of it lives in a different layer — mirroring the real
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separation of powers: police, (courts,) prison, parole.
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1. **Disposition** *(Core)* — every pawn carries a seeded propensity: *would this one do it?*
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2. **Crime** *(Policing)* — free colonists offend on that spectrum (rare in a small, tight,
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well-deterred colony), with visible consequences — theft, vandalism, assault — that fray
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relationships.
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3. **Detection** *(Policing)* — witnesses and a **constable** work an open case until the culprit is named.
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4. **The weighed arrest** *(Policing)* — an arrest is made only when the crime is grave enough to
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justify losing the pawn and the colony can afford to hold a prisoner; the disposed **resist**, and a
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subdued resister is taken in. *(A future **Judiciary** layer — a court that tries and sentences —
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is reserved to sit here, between arrest and imprisonment; today the arrest imprisons directly.)*
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5. **Contraband** *(Contraband)* — once held, a pawn conceals and improvises: shivs, brews, tunnels
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under the perimeter, all countered by warden search — and a bent warden who smuggles for them.
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6. **Gangs** *(Gangs)* — held pawns organise into contraband economies: joining by disposition,
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smuggling networks, rivalry, fights that book as crimes.
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7. **Corrections** *(Corrections)* — a warden **rehabilitates** a prisoner: counselling sessions move a
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**reform** score and raise the colony's climate of **order** (classification re-grades as reform
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rises), that order feeds back into everyone's disposition, and a **parole** alert releases the
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genuinely reformed back into the colony. Neglect a flagged prisoner and they harden.
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8. **Treatment** *(Ward)* — the other door: a prisoner committed for **psychiatric care** rather than
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punished. Counselling reduces the disorder that broke them and builds a recovery track toward
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discharge; neglect a committed patient and they deteriorate.
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Steps 7 and 8 close the loop back onto step 1: catching, punishing, reforming, or treating one pawn
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moves the colony's climate of order, which bends the disposition of everyone still deciding whether
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crime pays here.
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---
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## The six layers
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Each is a separate repo and DLL, bundled here behind a toggle. Every layer defaults **on**; turning
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one off disables its systems in place without uninstalling anything.
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| Layer | Toggle | What it adds | Wiki |
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|---|---|---|---|
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| **Core** | *(always on — the engine)* | propensity, the criminal record, secured context, the shared **treatment engine**, the deterrence seam | [Core](core/Home.md) |
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| **Contraband** | Contraband | concealment & intake, improvised shivs, Prison-Architect tunnels, warden search, warden corruption | [Contraband](contraband/Home.md) |
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| **Policing** | Policing | colony crime on the spectrum, witnesses, a constable, the weighed arrest, the deterrence feedback loop, prison riots, recidivism alerts | [Policing](policing/Home.md) |
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| **Corrections** | Corrections | classification (with whole-wing markers), discipline & reform, **rehabilitation** + parole, regime (recreation/visitation/cell-safety) | [Corrections](corrections/Home.md) |
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| **Gangs** | Gangs | gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime | [Gangs](gangs/Home.md) |
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| **Ward** | Ward | psychiatric care — treatment, recovery, discharge, ward neglect, sedation | [Ward](ward/Home.md) |
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**Policing** and **Corrections** are separate layers — the enforcement half and the prison half of the
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former *Justice* module, split along the separation of powers. Policing has its own toggle because
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colony crime is a large behavioural change: a player can run the prison (Corrections) without their own
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colonists committing crimes. Corrections depends on Policing for the shared climate of order.
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---
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## Why one Core, many layers
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The suite runs on a small **Core** that owns exactly what every layer must agree on — *is this pawn
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dangerous?*, *what have they actually done?*, *what hold are they under?* — plus two shared services:
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the **treatment engine** (Ward's psychiatric care and Corrections' rehabilitation point the same loop
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at different states) and the **deterrence seam** (a neutral hook Policing fills so the order-climate
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feedback runs *through* Core without Core ever depending on the policing layer). A future **Judiciary**
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layer will slot in through the same style of Core seam — a *sentence* on the criminal record that
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Policing writes a default of today and a court would fill tomorrow.
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Everything else builds up from there: Contraband, Policing, and Corrections on Core (Corrections also
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on Policing); Gangs on Core + Contraband + Policing; Ward on Core. Cross-layer integrations that aren't
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hard dependencies stay soft — a feature lights up if its sibling is present and the loop still closes
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without it. That is what keeps the suite genuinely modular: this aggregate is a convenience, not a merge.
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---
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## Requirements & install
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- **RimWorld 1.6.**
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- **[Harmony](https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077)** — required (the
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suite's Harmony-using code is Corrections' prisoner-recreation patch and Ward's).
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- Install **Institution**, enable Harmony, and load Institution after it. That is the whole suite in
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one mod; open the settings to toggle any layer.
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The standalone **[Foul Play](https://git.onetick.ninja/flan/rimworld-foulplay/wiki)** framework is a
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separate install that bridges into the suite when both are present.
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---
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*The **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.
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Designed and built with substantial assistance from Claude (Anthropic).*
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