112 lines
5.8 KiB
Markdown
112 lines
5.8 KiB
Markdown
# Discipline & Reform
|
||
|
||
*Punishment as an action, with a self-complete payoff — and the seat of institutionalization.*
|
||
|
||
> This page is the **numbers** — what a disciplinary act does to reform and order. What *drives* it in
|
||
> play (a warden's rehabilitation sessions, and neglect that hardens) is [Rehabilitation](Rehabilitation.md).
|
||
|
||
Punishment does two things at once, on two different axes:
|
||
|
||
1. **It deters the colony.** Order seen to be done raises the climate of order for everyone: any act of
|
||
discipline adds **+0.12** to the colony's order. See [Deterrence](Deterrence.md).
|
||
2. **It reshapes the punished.** A harsh hand *prisonizes* — the pawn hardens, reform falls, their
|
||
disposition climbs for good. A corrective hand *rehabilitates* — reform rises, their disposition
|
||
cools for good.
|
||
|
||
Both effects belong to Corrections, so discipline is never inert. Prisoner Realism owns the passive
|
||
*toll* of isolation (a good sim of how solitary *feels*); Corrections owns the *order* it produces and
|
||
the persistent *shift* it leaves on the pawn. When both mods are present, PR's solitary deterioration
|
||
deepens the felt experience on top — it does not replace this.
|
||
|
||
---
|
||
|
||
## The two hands
|
||
|
||
Every disciplinary act moves the prisoner's **reform** score, in one of two directions:
|
||
|
||
| The hand | Reform change | Meaning |
|
||
|---|---|---|
|
||
| **Harsh** | **−0.15** | Beatings, deprivation, the hard hand. Hardens — "prisonization." |
|
||
| **Corrective** | **+0.10** | Correction, structure, rewarded good conduct. Rehabilitates. |
|
||
|
||
Either way, the act also adds **+0.12** to the colony's order — the colony sees order done, whoever it
|
||
was done to.
|
||
|
||
Reform lives on the shared record, clamped between −1 and +1:
|
||
|
||
| Reform | Reading |
|
||
|---|---|
|
||
| **+1.0** | Fully rehabilitated |
|
||
| **0.0** | Untouched — as they came in |
|
||
| **−1.0** | Fully hardened, institutionalized |
|
||
|
||
Note the asymmetry: **harsh (−0.15) moves faster than gentle (+0.10).** It takes three corrective acts
|
||
to build +0.30 of reform; two harsh acts to tear down −0.30. Damage is quicker than repair — as it
|
||
should be.
|
||
|
||
---
|
||
|
||
## How reform becomes disposition
|
||
|
||
Reform is not a status effect or a mood buff. It feeds straight back into a pawn's **disposition** —
|
||
Core's underlying "would they act out?" multiplier — scaling their whole disposition up or down and
|
||
keeping it there. The size of that scaling is set entirely by reform:
|
||
|
||
| Reform | Disposition factor | Effect |
|
||
|---|---|---|
|
||
| −1.00 (hardened) | **1.500** | +50% more disposed — permanently |
|
||
| −0.30 | 1.150 | +15% |
|
||
| −0.15 (one harsh act) | 1.075 | +7.5% |
|
||
| 0.00 | 1.000 | untouched |
|
||
| +0.10 (one gentle act) | 0.950 | −5% |
|
||
| +0.30 (parole threshold) | 0.850 | −15% |
|
||
| +1.00 (rehabilitated) | **0.500** | −50% less disposed — permanently |
|
||
|
||
Because reform is clamped between −1 and +1, the factor spans 0.5× to 1.5×. **This is the whole
|
||
trick.** Institutionalization and recidivism are not a parallel mechanic bolted on the side — they are
|
||
*one number the disposition already reads*. A hardened pawn is not flagged "recidivist"; they simply
|
||
carry a negative reform that makes every "would they?" roll for the rest of their life come up hot.
|
||
Discipline and Parole are what *move* reform; disposition only *reads* it — which is how
|
||
institutionalization emerges without a second system.
|
||
|
||
---
|
||
|
||
## Worked example — two sentences
|
||
|
||
Take a fresh prisoner with reform 0, badly kept: mood 0.30, held. Before any reform, their disposition
|
||
is already running hot — a bad mood (×1.6) and a held-and-unhappy cell (×1.4) combine, and with the
|
||
colony at baseline the pawn sits around **2.35× disposition**.
|
||
|
||
**The hard hand.** You beat them into line — three harsh punishments take reform to −0.45. At that
|
||
reform the disposition factor is 1.225, so their disposition is now 2.35 × 1.225 ≈ **2.88 — +22% hotter
|
||
than when they arrived**, forever, independent of mood. You have made them more criminal, not less.
|
||
This is prisonization: the sentence itself became the cause. (You did buy +0.36 of colony order along
|
||
the way — order today, at the cost of the pawn's tomorrow.)
|
||
|
||
**The corrective hand.** Instead you structure and reward — three gentle punishments *and* you fix
|
||
their conditions (recreation, decent cell) so mood recovers to 0.55. Reform rises to +0.30, and the
|
||
recovered mood drops the "badly kept" and "held-and-unhappy" penalties entirely. The disposition factor
|
||
at +0.30 reform is 0.85, so their disposition is now roughly **0.89 — below neutral.** The same pawn who
|
||
would have been 2.88 disposed is now 0.89. And at reform 0.30 with a low enough grade they have crossed
|
||
the [Parole](Parole.md) threshold. Same institution, opposite outcomes — decided by which hand you used.
|
||
|
||
---
|
||
|
||
## How to play with discipline
|
||
|
||
- **Harsh is a lever, not a punishment button.** It buys colony order *now* (+0.12) at the price of the
|
||
pawn's disposition *forever* (−0.15 reform → hotter disposition). Use it when you need the deterrence
|
||
and never intend to release the pawn — a Supermax lifer you are only ever going to hold.
|
||
- **Gentle is how anyone gets out.** Parole needs reform 0.30 or higher; only the corrective hand
|
||
builds it. Three gentle acts is the floor.
|
||
- **Damage compounds; repair is slow.** −0.15 vs +0.10 means a pawn you brutalize early is expensive to
|
||
bring back — and a hardened pawn commits more crime, which sinks the climate, which makes *everyone*
|
||
worse. Don't harden pawns you might want later.
|
||
- **Conditions and discipline stack.** Reform shifts disposition permanently; mood, neglect and
|
||
deterrence shift it live (see [Regime](Regime.md) and [Deterrence](Deterrence.md)). A reformed pawn
|
||
in a well-run wing is calm on two axes at once.
|
||
|
||
---
|
||
|
||
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
|