- Secure-zone checkpoints frisk guards too -> the counter-play to a bent warden smuggling contraband in. Wires corruption <-> secure zones <-> the search loop. - Potency = age + storage (sealed/open), never container size. Topping up dilutes age (volume-weighted), so a shared bucket stays fresh while a hidden jar ages to full potency -- "a jar of old piss and a bucket of fresh" both make sense.
31 KiB
The Institution suite — master roadmap
A set of RimWorld mods about what an institution does to the people inside it — and the crime, policing, and justice that put them there. Each mod stands alone; together they form one system.
North star
Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (circumstance, mood, treatment) — and the colony can police it.
The same seeded disposition engine that drives the piss spree (WouldFoulPeople = disposition ×
circumstance, fixed per pawn), generalized. The suite is the two halves of that:
- Pre-arrest — colonists commit crimes on a spectrum; a policing layer discovers, investigates, and catches them. Arrest is the hinge.
- Post-arrest — prison, contraband, improvised weapons, escape, wards, secure areas, the daily life of the held, and the path back out (parole / discharge / manumission).
The load-bearing principle: SECURED CONTEXT, not "prisoner"
Nothing hard-codes "prisoner." The subject of every held-person system is a secured context — a pawn held in a controlled space, subject to search, following a regime:
| Context | Members | Authority | Release path |
|---|---|---|---|
| Prison | prisoners | warden | parole |
| Psych ward (Ward mod) | committed patients | orderly / warden | discharge (when treated) |
| Slavery (Ideology) | slaves | overseer | manumission (Ideology) |
| Secure area | anyone inside a zone | assigned guard | leave the zone |
A committed patient rides the vanilla prisoner rail (Ward's Ward_PsychiatricCare mode), so
contraband, search, schedule, needs, and visitation already apply to ward patients for free —
and to slaves via a small Ideology-gated extension. Every system below reads
SecuredContextOf(pawn), never IsPrisonerOfColony directly. Build prisoner-first, against the
predicate, and ward + slave + secure-area fall out without a rewrite.
Design tone: standards are low on the rim. Needs and expectations for the held are modest — a prisoner does not expect a spa. Don't over-model comfort; a little goes a long way.
System wiring — the four connections that make it a system, not a pipeline
A full-lifecycle audit (propensity → crime → policing → prison → release → back) found the gaps are not missing features — they are missing connections. Without these four, the suite is a linear pipeline of modules; with them, it is a living system. Build them as first-class, not afterthoughts.
-
A. A shared substrate (build FIRST). One implementation, in Contraband (the central framework), that every module reads and writes: a propensity stat (nature × nurture, the
Dispositionengine generalized), theSecuredContextOf(pawn)predicate (prisoner/ward/slave/zone), and a per-pawnCriminalRecord(crimes committed, escapes, contraband made, reform progress). Without this, each module reinvents "how criminal is this pawn" and they disagree — the crime system thinks a pawn is dangerous while classification thinks they are docile. Everything downstream keys off the substrate. -
B. Crime has real effects. Theft actually removes the goods; assault actually injures; sabotage actually damages the building; targets are chosen via vanilla relationships. Without real, detectable harm, crime is a flag with nothing for an investigation to find (no missing goods = no evidence).
-
C. Deterrence feedback closes the loop. Catching and punishing crime feeds back into the propensity engine: visible justice deters (others' propensity drops), unpunished crime spreads (propensity rises when it pays), visible cruelty radicalizes (over-harsh punishment breeds resentment → more crime). This is what makes policing govern rather than merely clean up, and it is the connection that turns the pipeline into a cycle.
-
D. Reintegration. A caught → imprisoned → reformed → released colonist carries their record back: distrust from those they wronged, or a genuine clean slate if truly reformed (ideology-flavoured). Closes the colonist-crime cycle instead of leaving it dangling.
A/B/C are load-bearing; D rounds it out. These are the wiring; everything in the module table below is the features that hang off it.
Design constraint (2026-07-15): defer the depth, never the payoff. The propensity → contraband → detection → record spine is entirely ours and is self-complete without any third-party mod — it is what the suite is about, and deferring PR's prisoner-behaviour sims (recidivism, riot, solitary-toll, institutionalization, mood-contagion) leaves no hole in it, because none of those sit on that spine. The one place the deferral could ring hollow solo is the RESPONSE side: Discipline and Parole. So each response action must carry its own minimal self-complete effect — parole gives an immediate faction-goodwill / relationship nudge; discipline revokes privileges with a modest mood/record consequence — rather than borrowing PR's deeper toll. That is not a rebuild of PR (no returning raiders, no 3-tier solitary): it is our own decision having an immediate payoff, which PR then enriches when present. The test of a healthy deferral: with PR absent the loop still closes (the decision has an effect); with PR present the effect gets deeper, never doubled.
Suite modules
| Mod | Scope | Status |
|---|---|---|
| Foul Play | throw a container of something off a body; vessels + substances + Piss Nuke flagship | built |
| Institution: Contraband | conceal / improvise / search / confiscate / intake / escape / secure-areas | building |
| Institution: Ward | involuntary psychiatric commitment — the third pawn state | built |
| Institution: Regime | daily schedule (vanilla Restrict) + modest needs + visitation, for every secured context | planned |
| Institution: Justice | the crime loop (commit → discover → investigate → attribute → arrest), policing officer, parole/discharge/manumission | planned |
| Institution: Discipline | security classification / segregation, punishment-as-order, corruption | planned |
| Institution: Gangs | prisoner & colony gangs, rivalries, contraband networks | planned |
Seven mods is the ceiling. Prefer folding a slot into an existing module over minting a new one.
Regime — daily life of the held
Schedule (use vanilla, don't reinvent)
RimWorld already has Pawn_TimetableTracker + TimeAssignmentDef and the Restrict tab. Extend
that to secured pawns rather than building a new regime UI. Prison Labor (1899474310, 176k)
already puts force-to-work prisoners in the Restrict grid — build on that pattern, don't fight it.
- Give secured pawns a timetable; surface it in the Restrict tab.
- Two new
TimeAssignmentDefs cover the prison-specific blocks vanilla lacks: Yard (go to a designated yard/commons — ties to Prison Commons) and Lockup (confined to cell). Eat/Sleep/ Work/Joy map to existing assignments. - A think-tree branch makes secured pawns honour their timetable (they already have a prisoner think-tree branch to hook).
- Ward routine and slave work-schedule are the same machinery, different default timetables.
Needs (modest — standards are low)
Do NOT build a full Prison Architect needs sim. One or two low-stakes needs, keyed to the schedule:
- Yard / open air — satisfied by the Yard block. Vanilla already has the Outdoors need; check whether it applies to secured pawns and lean on it before adding one.
- Safety — a modest mood factor from feeling safe (few violent cellmates, guards present).
- Recreation is already covered by Prisoner Recreation (
815726158) — don't rebuild.
Keep the magnitudes small. A satisfied schedule = a quiet wing; neglect = the disposition engine tips more pawns over the edge (feeding contraband, breaks, gang recruitment).
Visitation
Off-map visitors and related pawns visit the held. A genuine greenfield gap — Hospitality is guests only and never touches prisons.
- A visitation room role; scheduled visiting hours (a schedule block).
- A prisoner/patient with family or faction ties gets visits; the warden/orderly supervises.
- Feeds a modest Family/social mood boost. Thematically strongest for the ward — a committed patient's family visiting is exactly right — and it is a supply route for contraband (a visitor smuggles something in → Contraband's conceal system).
Justice — the crime loop (the missing middle)
The heart. Without discovery + investigation, "crime" is just a random bad event, not something you police. The loop:
commit → discover → investigate → attribute → arrest → (held) → release
- Commit. A colonist acts on their propensity (nature: traits incl. VTE
2296404655646k kleptomaniac/pyromaniac — integrate as inputs, don't rebuild; nurture: our stat). Crimes: theft, contraband possession, sabotage, arson, assault, at the serious end murder. - Discover. The colony learns a crime happened: missing goods, a body, damage, filth, or a witness. Discovery is not automatic — a crime in an unwatched place may go unnoticed.
- Witnesses / informants. A colonist near the act may witness it → report, be intimidated into silence, or inform for favour. The cheap, characterful detection layer.
- Investigate. A policing officer works the scene: evidence, opportunity, the stolen goods in someone's concealed stash (ties to Contraband search!), narrowing suspects.
- Attribute. Evidence points to a pawn. Confidence, not certainty — wrongful accusation is a possible, dramatic failure.
- Arrest. Vanilla's one law verb. The hinge into the held systems.
Policing officer
Guarding is owned (Guards For Me 1855885448, 88k — patrol/bodyguard, external threats only), the
catching is not. Build the officer who investigates and arrests criminal colonists; lean on
Guards For Me's guard role where present rather than reinventing patrol.
Parole / discharge / manumission — release, driven by IDEOLOGY
The payoff that makes Ward's treatment and good behaviour mean something. Release is not a flat
timer — the colony's Ideology precepts decide the policy (MayRequire Ideology; a vanilla
fallback for non-Ideology games):
- A harsh / execution-favouring ideoligion rarely paroles (executes or works-to-death instead).
- A rehabilitative / lenient ideoligion paroles readily on reform + good behaviour.
- Parole (prisoner), discharge (ward patient, when treated — the Ward analog), manumission (slave, Ideology's own freeing) are one mechanism with three faces.
- A released, reformed pawn has reduced recidivism — integrate with Prisoner Realism's
recidivism (
3760196312) rather than duplicate it: our reform lowers its return chance.
Sentencing timers exist (Prisoner Sentencing 3736998871) — defer to it; add only the
ideology-driven decision, not another timer.
Discipline — control
-
Classification / segregation — make the wings players already build MEAN something. Players already hand-build min / medium / max / solitary blocks with zones, cells and locks. RimWorld just has no notion of who belongs where or whether they are correctly placed. We do not replace the building — we add the intelligence layer on top of it, and it becomes the router that connects the whole suite:
- Grade (information). Each secured pawn gets a risk grade computed from disposition × traits × history (escape attempts, contraband made, guards attacked, murder on record). The player stops guessing who is dangerous — the game tells them "this one is max."
- Assignment + misplacement flag (enforcement). Tag a wing's grade; the system routes prisoners to the matching wing and warns when a max-grade pawn sits in a min cell. Vanilla gives zero feedback here today.
- Dynamic re-classification (dynamics). Grade moves with behaviour: an escape attempt or a shanking upgrades them; Ward treatment + good conduct + time downgrades them. This wires classification straight into the behaviour loop.
- Grade gates the other systems (the payoff). Grade drives search frequency (Contraband — max = frisked often), privileges (Regime — yard/visitation/recreation restricted by grade), escape risk (a dangerous pawn in a weak cell escapes more), and reform eligibility (Justice).
- The tension that makes it a decision. Over-classify (everyone in max/solitary) = safe but mood craters, reform fails, ideology frowns on cruelty, and warden-hours explode. Under-classify (everyone min) = cheap and happy but they walk out. Classifying correctly is the game; we supply the information and the consequences that make it one.
No mod auto-classifies (manual wing-building is emergent player behaviour, not a mod), so the system is an uncontested gap even though the physical tiers are common.
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Punishment as a player order. Issue solitary / lockdown / privilege-revocation as a discipline action. Distinct from Prisoner Realism's passive solitary toll — we add the order and its interface; defer the mood consequence to Realism where present.
-
Warden personality & corruption (expanded 2026-07-15). A search is only as thorough as the warden running it. Diligence is a function of the warden's personality (traits: a Kind or Lazy warden frisks gently; an Abrasive or dutiful one turns the cell over) and circumstance (mood, their relationship to the prisoner, how run-down the prison is). Three faces of the same guard-integrity axis, all reading the same warden→prisoner state:
- Search intensity. Personality + circumstance scale find-chance and how often a warden bothers
— the lax warden misses what the hard-ass finds. (Extends
WorkGiver_Warden_Search+JobDriver_SearchPawn's find roll, which already take Social skill; add the warden's disposition.) - Forgiveness. A warden may deliberately overlook certain items — a sympathetic guard ignores a prisoner's smokeleaf, a jar of hooch, a family photo. Per-warden tolerance, per-item, so the same contraband survives one guard and not another.
- Bent wardens smuggle IN. A corrupt/bribed/romantically-entangled warden becomes a supply
route — they hand contraband TO a prisoner (the
Concealdoor already noted in Contraband as "a bent warden"). This is the corruption payoff and the thing that feeds a Gang's network. - Secure zones are the counter-play. A search-zone checkpoint frisks anyone passing through,
guards included — so a bent warden carrying contraband in can be caught at the door. This
wires corruption ↔ secure zones (the generalized secure-area search) ↔ the search loop: the same
JobDriver_SearchPawnthat turns over a prisoner turns over a guard at a checkpoint.
Self-complete (reads vanilla traits/mood/relationships); no dependency. This is where the contraband loop stops being "the game vs. the player" and becomes "the player's own guards, who each have their own angle."
- Search intensity. Personality + circumstance scale find-chance and how often a warden bothers
— the lax warden misses what the hard-ass finds. (Extends
Gangs — as contraband economies (NOT mood)
Re-scoped 2026-07-15: Prisoner Realism's Ringleader already owns mood contagion from a dominant prisoner, and it is good — so we do not touch mood. Our gap is the contraband network: prisoners (and colonists) form factions that move contraband — a supply chain with a supplier, runners, and a tax, where segregating rivals (Classification) starves a network and a bent warden (Corruption) feeds one. Ties to disposition (who joins), contraband (what they move, the one system PR has nothing like), and classification (segregate rivals). The richest, latest module — build after the loop works.
Build order (fills the meta-gap: don't build it all at once)
- The crime loop core — discover + witnesses + investigate + attribute, applied to free colonists (the uncontested gap: vanilla+PR already handle prisoner arrest). Without it the whole crime thesis is inert. Build before individual crime types.
- Regime — schedule (vanilla Restrict) + one or two modest needs. Cheap, high-value, and it feeds the disposition engine (neglect → crime).
- Visitation — greenfield, thematically strong for the ward, doubles as a contraband route.
- Parole / discharge / manumission — the release decision, ideology-driven, PLUS its substrate-native payoffs: prisonization (the regime reshapes propensity over the sentence) and reintegrated-reoffending (a parolee who joins the colony carries their record and may reoffend). PR's departed-raider return layers on top when present. Gives Ward and good behaviour a real payoff.
- Classification (a router that reads the record + propensity and assigns a tier), then punishment-orders, then corruption.
- Gangs as contraband economies — last; needs the rest in place.
Deferred to Prisoner Realism on 2026-07-15 (it owns them, and it is good), as MECHANICS we do not rebuild: the isolation toll, mood-contagion gangs, and the departed-prisoner return. We still own the substrate-native, differently-axised versions of institutionalization (prisonization) and recidivism (reintegrated-reoffending) — the namesake themes — because only our propensity/record engine can.
Already in flight (Contraband/Foul Play): hooch, improvised weapons, fire-starter, escape tools, intake search, secure areas. See Contraband ROADMAP.
Intake shipped Harmony-free (2026-07-15): rather than the planned patch on the contested
SetGuestStatus, it polls from the MapComponent tick that already visits every held pawn — a pawn
not yet processed is one newly in custody. Keeps Contraband's zero-Harmony core intact and steers
clear of the method Hospitality/Prison Labor already stack three patches on.
Foul Play — substance system, expanded (2026-07-15)
The chosen "finish substances" work grew into a full substance-cocktail system. Three parts,
built on the existing SubstanceDef (data) + CompVessel (delivery) + CompFerment split:
- Hooch. A fermentable substance whose harm is incendiary — set its
damageDefto a flame def and the framework's ownGenExplosionsplash starts fires (a Molotov), no splash-code change. Fermentation makes a ripe (high-alcohol) hooch a stronger firebomb — the harm-vs-time axis, but running the other way. Also drinkable as alcohol (share vanillaChemical_Alcoholif cheap). - Ferment in any liquid-holding furniture, not just toilets. Generalise to a capability: a
fermentation SITE is any building that can hold liquid — a DBH toilet/tub/sink, a vanilla
FermentingBarrel, a modded vat. Detected by recognizable identity (defName/label vocabulary: toilet, barrel, tub, sink, tank, vat, trough, cistern, latrine, urinal, basin) + known vanilla defs, dependency-free. Hooch requires a site (pruno needs a vessel); piss can use one for a bigger/faster batch but still brews from the body. Fits Foul Play's standing "works with all containers" rule. - Mixing — combine any substances. A vessel's contents become a blend of
SubstanceDefs (piss + feces + semen + …), andSubstanceSplashapplies each one's effects together — caustic + disease + humiliation in one throw. "Mix everything": the blend is a runtime list on the vessel, defaulting to the def's single substance when unmixed, so every existing vessel still works.
Staged so each ships green: hooch → liquid-container fermentation → mixing. The vessel data model is built mixture-capable and site-aware from the start so none of it is a later refactor.
Potency model (corrected 2026-07-15): age + storage, NOT container size. A liquid's potency is a
function of how long it has fermented and how it is stored (a sealed vessel ripens and holds; an
open one ferments differently and loses to evaporation) — never of how big the container is. Size
already only drives fill-time and blast (VesselProfile), so CompFerment.Potency stays age-driven;
the correction is that topping up dilutes age. A shared bucket/carboy that several prisoners keep
using stays fresh (each fresh addition pulls the volume-weighted average age down), while a jar one
prisoner fills once and hides ages to full potency. So "a jar of old piss and a bucket of fresh"
both make sense — it is the usage pattern, not the vessel, that decides. Implementation: track age as
a volume-weighted average, diluted on each add; sealed/open scales the ripen rate.
Compatibility — the non-negotiable
The suite must load and run cleanly alongside the all-time most-subscribed Workshop mods, not
just prison-adjacent ones — that is the load order most players actually run. The harness
(Tools/run-compat-test.sh in the Ward repo) boots a real headless RimWorld with the suite plus
this stack loaded at once and fails on any error naming our code.
Baseline stack (all 1.6, verified subs):
- Frameworks: Harmony (3.2M) · HugsLib (2.5M) · Vanilla Expanded Framework (2.0M) · Humanoid Alien Races (1.1M).
- Ubiquitous gameplay/AI: Pick Up And Haul (1.7M) · Common Sense (1.05M) · Simple Sidearms (954k) · Vanilla Furniture Expanded (1.08M) · EdB Prepare Carefully (1.67M).
- UI (load-order neighbours): RimHUD (1.5M) · Allow Tool (1.36M) · Interaction Bubbles (1.15M) · Camera+ (997k).
- Weapon/our-domain risk: Vanilla Weapons Expanded (985k) · VFE Furniture Security (865k) · Vanilla Brewing Expanded (589k) · Hospitality (798k).
- Prison-adjacent (design overlap): Prison Labor · Prison Commons · Locks · Restraints · Custom Prisoner Interactions · Prisoner Realism · Prisoner Recreation · Dubs Bad Hygiene · Psychology · Rim Disorders · More Mental Breaks.
Combat Extended (387k, 1.6) gets its OWN dedicated pass, not the mixed stack: it overhauls
verbs, projectiles, damage and armour — exactly our thrown-weapon surface — so an ambiguous
failure in a 25-mod stack would be useless. Loading-clean-under-CE is a must-have; a tuned CE
armour-penetration patch (MayRequire) is a strongly-recommended follow-up, not a release blocker.
How the suite earns this: zero-Harmony cores, Contraband optional via a LoadFolders bridge, every
DLC/mod tie-in MayRequire-gated, and new content registered by capability (IsWeapon, IsDrug,
category) rather than hard-coded lists — so modded weapons, drugs and races are covered without
being named.
Self-complete, dependency-free — the standing rule
Two rules, and the second is the sharper one:
-
Judge by QUALITY, not sub count. If an incumbent is actually good, keep it. A genuinely good mod — even a small one — is worth coexisting with rather than rebuilding: don't waste effort duplicating something done well (Prisoner Realism at 11k is a good deep sim → keep it). Only build our own where the incumbent is thin, absent, or mediocre on one of our crucial loops (Prisoner Recreation just flips vanilla Joy → trivially ours; the 334-sub crime mod is niche → the slot is open). Sub count is a hint, not the test.
-
No hard dependencies. Every crucial loop is self-complete. The suite must be a whole, working system on its own. Third-party mods are coexistence targets that ENHANCE, never requirements. Where we integrate (Ideology precepts, Prisoner Realism's recidivism, Prison Labor's regime), it is always
MayRequire-soft: the feature lights up if the mod is present and the loop still closes without it.
What this changes vs. a naive "defer to whoever got there first":
- Recreation is ours to enable. Prisoner Recreation (38k) and Prisoner Realism (11k) ship no custom need — they just flip on the vanilla Joy need for prisoners. We do the same in our needs system: idempotent, coexists, zero dependency, no citing.
- Recidivism → split by population, don't defer wholesale. (Revised twice: first "build modest",
then "defer entirely", now corrected — see the namesake correction in the deep scan below.) PR's
Recidivism handles the pawns who leave (released/escaped → return ally-or-raider by treatment);
that is good and we do not rebuild it. We own the mirror: the paroled pawn who stays, joins
the colony, and can reoffend inside it (their
CriminalRecord+ residual propensity → wiring gap D). Different population, no overlap. The release decision stays self-complete (ideology-driven); the reintegrated-reoffending is ours; the departed-return is PR's. - Solitary / isolation toll → DEFER to Prisoner Realism. PR's Solitary is a full 3-tier deterioration hediff with a Ringleader counterplay. Our Classification module does NOT reimplement the toll; it is a router — it reads the shared record + propensity and assigns the security tier (including whether to isolate). PR (or vanilla) then supplies the consequence of that assignment. Routing is the gap; the isolation sim is not.
- Escape is self-complete: vanilla mental-break breaks + our disposition-driven arming + our contraband-tool wall-cut, which is scoped precisely to the pawns PR's break system does NOT move — chiefly ward patients (never "mood prisoners") and pawns too low-skill to pick a lock. PR owns the skilled-lockpick-a-DOOR-during-a-break path; we own the slow-file-through-a-WALL path for the calmly-committed. Complementary, not overlapping.
Genuinely leave alone (giant + redundant + not a gap in our loops): forced labor (Prison Labor 176k), hygiene (Dubs Bad Hygiene 632k), crime traits (Vanilla Traits Expanded 646k — we consume them as nature inputs), guest hosting (Hospitality 798k). Coexist with all; depend on none.
Prisoner Realism deep scan (2026-07-15) — the big incumbent, mapped feature-by-feature
Prisoner Realism (Steam 3760196312, 11,286 subs / 1,090 favs / 5-star, published 2026-07-07)
is the one incumbent large enough to reshape our roadmap. It is a good mod (clean documented C#,
multi-factor balance, defers to other mods where they overlap), so the standing rule says keep it
and cut our overlaps. Its 20 features and our verdicts:
| PR feature | What it does | Institution verdict |
|---|---|---|
| PrisonBreak rework | MTB scaled by mood/relation/captor/strength | Defer. Our arming rides vanilla/PR breaks. |
| No-mining / melee breakout | strips sapper-dig; escapees bash doors | Defer. Our wall-cut is a tool route, additive. |
| Keys / Lockpick | skilled prisoner picks a DOOR, fast, no item | Defer. We own file-through-a-WALL for non-break pawns. |
| Recidivism | released/escaped return ally-or-raider by treatment | Defer PR's mechanic; own the MIRROR — the reintegrated who STAY and reoffend (see below). |
| Institutionalized | expectation/mood decay + reintegration struggle | Defer the mood axis; own the PROPENSITY axis — prisonization (see below). |
| Solitary | 3-tier isolation deterioration | Defer the toll; Classification only routes to it. |
| Ringleader | mood contagion from dominant prisoner | Defer. Re-scopes our Gangs to contraband-networks. |
| Riot | securely-caged-but-miserable → lash out | Defer. |
| ArrestGrace / ArrestHere | in-place arrest, no immediate bolt | Defer. Our intake (keep-inventory + search) coexists. |
| Recreation | flips on vanilla Joy for prisoners | We enable the same idempotently (no citing). |
| Surrender, ForceFeed, RecruitOffer, Despair, Turrets, Cleaning, Carry, BedOwner, Surgery, Commons, AssistedBreak | assorted prisoner-behavior sims | Defer all; coexist. |
Net effect: two modules re-scoped (Classification → pure router; Gangs → contraband economy, not mood) and the reintegration module re-founded on our substrate (see next). What remains is Institution's uncontested core: hidden-contraband + search, propensity across all pawns, Ward, Foul Play, classification-as-router, and the standout nobody touches — policing free colonists.
Namesake correction (2026-07-15): institutionalization & recidivism ARE ours — on a different axis
"Defer entirely" was an over-correction: in a suite named Institution, these are the namesake, and our substrate lets us build them on an axis PR structurally cannot, so it is complementary, not a rebuild. The rule: don't duplicate PR's mechanic; own the substrate-native version only we can.
- Institutionalization → prisonization, and it is NOT a new system (2026-07-15). The lean form:
Propensity.Nurturealready raises criminal disposition for a badly-kept held pawn, dynamically. The only thing incarceration adds is PERMANENCE — an effect that outlasts the sentence — and we already have the field for it:CriminalRecord.reform(signed: harsh regime → negative/prisonized → propensity up; rehabilitative → positive/reformed → propensity down). So prisonization = have the EXISTING Nurture read that ONE existing field, which Discipline/Parole write. No parallel mechanic, no new stat. And we do not patch PR's institutionalization (that would make us depend on a one-week-old, fast-moving mod): when PR is present we soft-read its hediff as one more Nurture input (MayRequire, reflective, no patch) — the same additive-not-override posture as the tunnel. - Recidivism → the reintegrated who STAY (not the departed who leave). PR returns released/escaped
pawns as allies-or-raiders. We own the mirror population: a paroled pawn who joins the colony
carries their
CriminalRecord+ residual propensity and can reoffend inside your own walls — wiring gap D, closing the colonist-crime cycle. PR handles who left; we handle who stayed. No overlap.
These two are also the self-complete payoffs for Discipline and Parole (per the "defer the depth, never the payoff" constraint above): the regime you run visibly reshapes people, and a badly-reformed parolee bites you later — both work with PR absent, and PR's departed-raider return deepens it when present.
Prior-art sweeps done (2026-07-14/15)
Uncontested gaps, safe to build clean: contraband/search, improvised weapons, keep-inventory intake, secure-area search, nurture criminality stat, investigating officer, patient escape, visitation, classification, punishment-order, gangs, corruption. Partial (build the uncovered slice only): prisoner timetable, yard/safety/privacy needs, evidence/forensics investigation, active snitch/informant, reform-and-ideology-driven parole. The only prior art in the crime/parole space (Rimworld Law and Order, 334 subs) fails the popular bar, so that slot is open — build it without duplicating that niche mod exactly.
Architecture already honors rule 2
Zero hard dependencies anywhere: Foul Play stands alone, Contraband is optional to it (the
LoadFolders bridge loads only when both are present), Ward stands alone, and every DLC/mod
tie-in is MayRequire. No suite mod requires another suite mod or any third-party mod.
AI disclosure
Designed and built with substantial assistance from Claude (Anthropic).