6.8 KiB
Classification
The intelligence layer over the wings you already build by hand.
You already build a minimum wing and a max block. You already put the psychopath behind steel and the
teenage pickpocket behind a wooden door. Classification does not replace those walls, cells and locks —
it answers the question vanilla never does: who belongs where. It reads the one shared
CriminalRecord every module writes to and turns it into a single verdict, so the crime system, the
search, the escape and the classifier all agree on how dangerous a pawn is, because they read the same
number.
Grade drives everything downstream: search frequency, privileges, escape risk, and — critically — parole eligibility (Parole gates on grade).
The isolation toll of a max/solitary placement is Prisoner Realism's (good) sim. Justice only decides the placement.
The tiers
SecurityGrade is four bands, low to high — the tiers players already build, named:
| Grade | Risk score | Reading |
|---|---|---|
| Minimum | < 0.35 |
Barely a disposition, clean record. Open dorm, light watch. |
| Medium | 0.35 – 0.79 |
A real record or a real nature. Proper cell, routine search. The parole ceiling. |
| Maximum | 0.80 – 1.49 |
Repeat offender or proven flight risk. Steel, solitary door, frequent search. |
| Supermax | ≥ 1.5 |
The headline cases. Escapes plus crimes plus a dark nature. Never let them near a wall. |
Note the ceiling at Medium: Parole will only consider a pawn graded Medium or below. Grade is therefore not just a placement hint — it is the gate a pawn has to fall back through before they can be released.
The risk score
Risk is a 0..~3 number: baseline disposition plus everything on the record, minus reform earned.
risk = Nature(pawn) * 0.5 // who they are, before they have done anything
+ escapeAttempts * 0.35 // a proven flight risk is the headline
+ crimesCommitted * 0.20
+ timesCaught * 0.15
+ contrabandMade * 0.10
- max(0, reform) * 0.4 // genuine reform earns a downgrade
risk = max(0, risk) // never negative
| Term | Weight | Why this weight |
|---|---|---|
Nature (0..1) |
× 0.5 |
Disposition alone can carry a pawn to Medium (Nature 0.7+), but never past it on its own. Character is a suspicion, not a conviction. |
escapeAttempts |
× 0.35 |
The heaviest per-event term. A pawn who runs is the one who ends up armed in your base. One attempt is worth nearly two crimes. |
crimesCommitted |
× 0.20 |
The staple. Steady, cumulative. |
timesCaught |
× 0.15 |
Caught contraband is worse than merely suspected. |
contrabandMade |
× 0.10 |
The lightest term — making a shiv is common; escaping with one is not. |
reform (if > 0) |
− 0.4 |
The only term that can lower the grade. At most −0.4 (reform capped at 1.0). |
Two facts fall out of the numbers, and both matter for how you play:
timesSearchedis not in the formula. Searching a pawn does not make them more dangerous — only finding something (timesCaught) does. Search freely; it costs the prisoner no grade.- Reform can shift at most 0.4 of risk. At
reform = 1.0, the downgrade is−0.4. So a pawn whose record without reform already totals≥ 1.2can never fall to Medium (< 0.8) no matter how thoroughly they reform — and therefore can never be paroled. A prolific offender is a life sentence. You will hold them, work them, or execute them; you will not release them. This is a deliberate property of the weights, not an accident.
Worked example — grading a record
Bram, an Abrasive raider. Nature = 0.05 + 0.15 = 0.20. He has three crimes, one escape attempt,
was caught twice, made two shivs, and has not been reformed (reform = 0).
risk = 0.20 * 0.5 = 0.100 (nature)
+ 1 * 0.35 = 0.350 (escape — the headline)
+ 3 * 0.20 = 0.600 (crimes)
+ 2 * 0.15 = 0.300 (caught)
+ 2 * 0.10 = 0.200 (contraband)
- 0 * 0.4 = 0.000 (no reform)
─────────
total = 1.550 → ≥ 1.5 → SUPERMAX
Now treat him. Say patient handling and good conduct lift him to reform = 0.40:
risk = 1.550 - (0.40 * 0.4) = 1.550 - 0.160 = 1.390 → MAXIMUM
He drops a band. But notice: his reform-less risk is 1.55, well above 1.2. Even at perfect
reform = 1.0 he lands at 1.55 − 0.40 = 1.15 — still Maximum. Bram is beyond parole for the rest
of his life. His record decided that, not his disposition.
Contrast Cass, a Kind pickpocket. Nature = clamp01(0.05 − 0.30) = 0. One crime, caught once, no
escape, no contraband, reform = 0.
risk = 0 + 0 + (1*0.20) + (1*0.15) + 0 - 0 = 0.350 → MEDIUM (exactly on the line)
Give Cass the standard treatment to reform = 0.30:
risk = 0.350 - (0.30 * 0.4) = 0.350 - 0.120 = 0.230 → MINIMUM
Cass is now Minimum, and — being Medium-or-below with reform ≥ 0.30 — paroleable. Same
institution, two futures, and the record told you which was which before you had to guess.
How to play with grades
- Segregate by grade, not by vibe. Sort your cells to the four bands and put a pawn where their score, not your hunch, says. The whole suite reads the record; you can too.
- Escapes are the alarm. One escape attempt (
+0.35) will jump a middling pawn a band. If a pawn crosses into Maximum after a break attempt, believe it — treat them as the flight risk the number says they are. - A clean nature is not a clean record. A Kind pawn who has escaped twice still grades Maximum; disposition is only half the score.
- Watch the parole ceiling. If you intend to release someone, keep their reform-less risk under
1.2— mostly that means limiting how deep their record gets before you start treating them. A pawn you let rack up escapes and catches has sentenced themselves. - Reform is the only lever that lowers a grade. See Discipline & Reform for how to move it, and Parole for where the grade gate lands.
For modders
SecurityGrade grade = Classification.Grade(pawn); // the verdict
float score = Classification.Risk(pawn); // the raw 0..~3 number
Both are pure reads — Risk uses GameComponent_CriminalRecords.PeekFor and never creates a record.
SecurityGrade is an ordered enum (Minimum < Medium < Maximum < Supermax), so grade <= Medium
comparisons work as written. The type lives in the Contraband namespace (Justice was extracted from
Institution: Contraband and kept the shared namespace).
Part of the Institution suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.