182 lines
9.2 KiB
Markdown
182 lines
9.2 KiB
Markdown
# Warden Search
|
||
|
||
*The sixteenth warden job vanilla never wrote. A guard turns the cell over, and might find nothing —
|
||
which is exactly why it has to cost.*
|
||
|
||
The warden can chat, convert, feed, execute, enslave, release, suppress, and eleven other things.
|
||
Searching a prisoner is not one of them, and no such job exists anywhere in the base game. Contraband
|
||
adds it as a **new** warden job, not a change to an existing one, and builds it around a single hard
|
||
rule: **the search must be able to come up empty.**
|
||
|
||
## Authority vs. act
|
||
|
||
The design splits one job into two halves:
|
||
|
||
| Half | Question it answers | Notes |
|
||
|---|---|---|
|
||
| The search **assignment** | **Who** may be searched? | it is ordinary warden work — a warden already has the run of the prison, so no new authority is invented |
|
||
| The search **act** | **What** is a search? | walk to the pawn, turn them over, resolve |
|
||
|
||
> The assignment is the authority. The act is just the act.
|
||
|
||
Why bother splitting them? Because the enforcement layer is meant to grow. A future **Institution:
|
||
Police** module adds a *second* authority — a cop who may stop and frisk a **free colonist** — reusing
|
||
the same act with a **narrower reach** (a street frisk gets what is on the body, not what is under the
|
||
floorboards). That module is an *addition*, not a rewrite, precisely because "who may search" and
|
||
"what a search reaches" were never welded together.
|
||
|
||
## Who gets searched
|
||
|
||
The search is warden work, and it sits at a deliberate spot in the warden's priorities:
|
||
|
||
| Property | Value | Why |
|
||
|---|---|---|
|
||
| Work type | Warden | it is warden work |
|
||
| Priority within warden work | **below feeding** | a starving prisoner matters more than a hidden shiv |
|
||
| Capacities needed | Manipulation, Sight | you search with your hands and eyes |
|
||
| Ranked by suspicion | **yes** | pick the right prisoner, not the nearest |
|
||
|
||
That last one — ranking by suspicion rather than distance — is what lets a gnawed bed and a thick
|
||
record send the warden to the *right* prisoner first.
|
||
|
||
A search is offered only if all of these hold: the warden should be looking after this prisoner, the
|
||
per-prisoner cooldown is up, the prisoner is **awake, not downed, and not in a mental state**, and the
|
||
warden can reach them.
|
||
|
||
Note what is **not** checked:
|
||
|
||
> Whether the prisoner is actually hiding anything. **The warden does not know. Nobody knows until the
|
||
> cell is turned over.** If the job were only offered when there was something to find, the mere
|
||
> appearance of the job would BE the discovery, and searching would stop being a gamble the player
|
||
> pays for in warden-hours. An empty search has to be possible, and has to cost.
|
||
|
||
### The cooldown
|
||
|
||
The same prisoner cannot be turned over more than **once per day** (60,000 ticks). You cannot
|
||
brute-force a well-hidden shiv by re-searching the same prisoner ten times in an hour. Every search is
|
||
one shot, and then that prisoner is off the list for a day.
|
||
|
||
## Priority: the search reads the tells
|
||
|
||
Everyone is worth a routine toss; the tells push a prisoner up the queue. Priority is built up like
|
||
this:
|
||
|
||
- **Base 4** — a routine toss for every prisoner.
|
||
- **Up to +12 for a gnawed bed** — scaled by how damaged their owned bed is. A badly damaged bed
|
||
shoots to the top.
|
||
- **Up to +8 for their record** — prior catches (×2 each), contraband made in the past (×0.5 each),
|
||
and foiled escape attempts (×3 each, **the heaviest term**), capped at +8 so the record cannot
|
||
completely swamp fresh probable cause.
|
||
|
||
| Term | Weight | Meaning |
|
||
|---|---|---|
|
||
| Base | 4 | a routine toss for every prisoner |
|
||
| Gnawed bed | up to +12 | how far below full HP their owned bed sits |
|
||
| Times caught | ×2 | already caught with contraband before |
|
||
| Contraband made | ×0.5 | has finished contraband in the past |
|
||
| Escape attempts | ×3 | **the heaviest term** — a known tunneller is checked first, every time |
|
||
| (record cap) | +8 max | the record cannot completely swamp fresh probable cause |
|
||
|
||
The record is only read here, never created. The base of 4 for everyone is not an accident —
|
||
**innocent prisoners still get frisked**, because the search must be able to come up empty or its mere
|
||
offer would be the discovery.
|
||
|
||
**Worked example.** A prisoner whose bed sits at 40% HP (so 60% missing), with 2 prior catches and 1
|
||
foiled tunnel:
|
||
|
||
> 4 + (12 × 0.6) + min(8, 2×2 + 1×3) = 4 + 7.2 + 7 = **18.2**
|
||
|
||
versus **4** for a clean prisoner with an intact bed. The warden walks past the quiet one and goes
|
||
straight for the one who has been busy. This closes the loop
|
||
[Improvised Weapons](Improvised-Weapons.md) opens: whittling a shiv chews the bed, the damage is
|
||
probable cause, and the warden's *suspicion* — not the player's eye — sends them to search.
|
||
|
||
## The act: what a search does
|
||
|
||
The searcher walks to the subject, spends a **900-tick** turn with a progress bar, then resolves.
|
||
Resolution always does two things, hit or miss:
|
||
|
||
1. Starts the daily cooldown on that prisoner.
|
||
2. Ticks up how many times this pawn has been searched — *"classification and the guard's future
|
||
suspicion read how often this pawn has been turned over."*
|
||
|
||
Then it goes through everything the subject is hiding that this search can **reach** (a full warden
|
||
search reaches both the body and the cell; a narrower future street-frisk reaches only the body). If
|
||
nothing is reachable, the job ends here — the time was still spent, and the player is told nothing.
|
||
|
||
### Find math, per hidden item
|
||
|
||
For each reachable secret, the chance to find it is built like this:
|
||
|
||
- Start from a **base of 0.35**, plus **0.03 for each level of the warden's Social skill**.
|
||
- Scale by how concealable the item is: the factor pivots at concealability 0.5. A drug at 0.5 is
|
||
average (×1.0), a shiv at 0.75 is halved (×0.5), a heavy weapon at 0.35 is boosted (×1.3).
|
||
- If the item is a **tunnel in progress**, add its extra find chance (up to +0.40 for a nearly
|
||
finished shaft), and the ceiling rises.
|
||
- Multiply the whole thing by the warden's **Diligence** — a lax, kind, or miserable guard scales it
|
||
down.
|
||
- Before the find roll, a **bent** warden gets a flat chance to look the other way (their Corruption ×
|
||
0.6) even on an item they would otherwise have found.
|
||
- The chance is clamped to between 0.02 and 0.95 (0.98 for a tunnel).
|
||
|
||
Reading it in plain terms:
|
||
|
||
- **Skill raises the ceiling; concealability lowers it.** Each level of the warden's Social skill adds
|
||
a little; a well-hidden item takes a lot of it back.
|
||
- **A good warden still misses a well-hidden shiv more often than not.** A level-8 Social warden
|
||
searching for a 0.75-concealability shiv is already well under a coin-flip *before* Diligence scales
|
||
it down further.
|
||
- **A tunnel is a different story.** The pick hides at 0.5, but a nearly-finished shaft adds up to
|
||
+0.40 and the cap rises to 0.98 — the deeper the dig, the harder it is to miss. A routine cell toss
|
||
catches a dig in progress.
|
||
- **The warden's own thoroughness and price** enter last: Diligence multiplies the whole chance down
|
||
for a lax, kind, or miserable guard, and Corruption gives a bent guard a flat chance to look the
|
||
other way even on an item they would otherwise have found. Both are on the
|
||
[Corruption](Corruption.md) page.
|
||
|
||
### On a find
|
||
|
||
- The item is confiscated — it **never becomes a real object**, nothing drops on the floor.
|
||
- The prisoner's times-caught tally ticks up (raising future suspicion, feeding classification).
|
||
- If it was a tunnel, their escape-attempt tally ticks up too — a foiled dig counts the same as one
|
||
that ran.
|
||
|
||
The player gets a message — *"{warden} searched {prisoner} and found hidden {item}"*, or the tunnel
|
||
variant. If nothing is found the player is told **nothing**: they do not learn there *was* something,
|
||
only that the warden's time was spent.
|
||
|
||
## Writing back to the record
|
||
|
||
Every outcome updates Core's criminal record, which is what makes the search a *loop* rather than a
|
||
one-off dice roll:
|
||
|
||
| Tally | Updated when | Read by |
|
||
|---|---|---|
|
||
| Times searched | every search, hit or miss | priority, suspicion, classification |
|
||
| Times caught | a find | priority (×2), classification |
|
||
| Escape attempts | a foiled tunnel | priority (×3, heaviest), classification |
|
||
|
||
If you run **Institution: Justice**, those same tallies drive a prisoner's security classification and
|
||
feed the deterrence signal — a prison that catches contraband becomes a prison that classifies its
|
||
troublemakers correctly and deters the next attempt. If you run Contraband alone, the tallies still
|
||
route the warden. See [Compatibility](Compatibility.md).
|
||
|
||
## Quick reference
|
||
|
||
| Constant | Value | Meaning |
|
||
|---|---|---|
|
||
| Base find chance | 0.35 | before skill and concealability |
|
||
| Per Social level | +0.03 | skill raises the ceiling |
|
||
| Find chance clamp | 0.02 .. 0.95 | (0.98 for a tunnel) |
|
||
| Search duration | 900 ticks | one turn, hit or miss |
|
||
| Search cooldown | 60,000 ticks (1 day) | per prisoner |
|
||
| Priority base | 4 | every prisoner is worth a routine toss |
|
||
| Gnawed-bed weight | up to +12 | how far below full HP their bed sits |
|
||
| Record weight | up to +8 | caught ×2 + made ×0.5 + escapes ×3 |
|
||
| Default reach | body + cell | narrowed by a future street-frisk |
|
||
|
||
---
|
||
|
||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
|
||
Ward. Each stands alone; together they interlock.*
|