diff --git a/core/Criminal-Record.md b/Criminal-Record.md similarity index 100% rename from core/Criminal-Record.md rename to Criminal-Record.md diff --git a/FAQ.md b/FAQ.md deleted file mode 100644 index a35e3cc..0000000 --- a/FAQ.md +++ /dev/null @@ -1,145 +0,0 @@ -# FAQ — handling what Institution throws at you - -New situations the suite introduces, and what to actually do about them. Grouped by where the trouble -comes from. Every layer is a checkbox in **Options → Mod Settings** — if a whole category of problem -isn't for you, turn that layer off and it stops immediately. - ---- - -## Escapes & contraband - -**A prisoner is digging a tunnel under my wall!** -Order a warden to **search** them — a search can turn up the digging tool and end the tunnel, and a -half-dug shaft is easier to spot than the pick that started it. Tunnels take days, so you have time. -Prevention: house dangerous prisoners in **interior** cells with no short line to the wilderness, and -keep them searched. See [Tunnels](contraband/Tunnels.md) and [Warden Search](contraband/Warden-Search.md). - -**My prisoner keeps having a shiv / weapon on them.** -Contraband is hidden — you won't see it in the gear tab; that's the point. Order **searches**, and -search the *likely* prisoner first: a prisoner with a bad record and a gnawed bed is the one to turn -over. If searches keep coming up empty but weapons keep appearing, suspect a **bent warden** or a -**gang** resupplying them (below). See [Concealment & Intake](contraband/Concealment-and-Intake.md). - -**Where is all this contraband coming from? I keep searching!** -Three doors: prisoners **make** it (from their cell's own furniture), a **bent warden** smuggles it in, -or a **gang** moves it from a stashed member to a searched one. Deny the materials (barer cells), watch -your wardens, and **segregate** gang rivals so the network can't reach across the wing. - -**One of my wardens is corrupt / letting things through.** -Warden corruption is a hidden disposition — a greedy or low-conduct colonist makes a leakier warden and -may even smuggle. You can't get a clean readout, so if a wing stays dirty no matter how you search, -rotate who wardens it. See [Corruption](contraband/Corruption.md). - ---- - -## Prisoners who won't reform - -**I'm warding a prisoner but their reform isn't moving.** -Reform only moves when a warden actually runs **rehabilitation** sessions — assign a warden to the -prisoner and let them work. A **better cell** (more impressive) and a **higher-Social** warden reform -faster; a bare cell and a rookie crawl. Don't leave a flagged prisoner untended: **neglect hardens** -them. See [Rehabilitation](corrections/Rehabilitation.md). - -**A prisoner is "prisonized" / getting worse the longer I hold them.** -Harsh **discipline** (solitary) raises the colony's order but **hardens** the prisoner — held long and -handled roughly, they turn more dangerous, not less. If you want them out reformed, counsel more and -discipline less. Discipline is a tool for *order*, not for *rehabilitation*. See -[Discipline & Reform](corrections/Discipline-and-Reform.md). - -**How do I actually release a reformed prisoner?** -Set their interaction mode to **Parole**. They go free when their **reform** is high enough **and** their -**security grade** is low enough (a Supermax pawn won't parole). With Ideology, an execution-happy -ideoligion sets a *high* bar (paroles rarely); an execution-abhorring one lets them out readily. A -"Ready for parole" alert tells you when one qualifies. See [Parole](corrections/Parole.md). - ---- - -## Classification & housing - -**I got a "dangerous prisoner unsecured" alert.** -A high-grade prisoner (Maximum/Supermax) is being held somewhere too weak for their grade — in the open, -or sharing a cell. Move them to a stronger wing. Place a wall-mounted **security marker** to grade a -whole cell block at once, then the game knows which prisoners are misplaced. See -[Classification](corrections/Classification.md). - -**A prisoner is miserable and I don't know why.** -Two common Institution causes: they're **caged with a dangerous cellmate** (cell-safety mood hit — give -them a solo cell) or they're on a **Lockup** schedule with no recreation. Give dangerous prisoners their -own cells and hand prisoners some **Yard** time. See [Regime](corrections/Regime.md). - ---- - -## Colony crime (Policing layer) - -**My own colonists are committing crimes now!** -That's the **Policing** layer — colonists offend on the same propensity spectrum as everyone else, more -often when they're mistreated, dangerous by nature, or living in a big anonymous colony. Keep colonists -happy and the colony tight and it's rare. If you don't want colony crime at all, turn off the -**Policing** toggle and the rest of the suite keeps working. See [Policing](policing/Policing.md). - -**A crime happened but no one was caught.** -Witnesses and a **constable's** investigation accrue evidence over time before a culprit is named — give -it a few days and assign someone capable to police work. Not every crime is solved. See -[Policing](policing/Policing.md). - -**I don't want to arrest my star colonist over a petty theft.** -You often won't have to — arrests are **weighed**: a valuable colonist and a minor crime tips toward -letting it slide, and a small colony (or no free prison bed) won't arrest at all. And a disposed culprit -may **resist** the arrest and try to break out. - -**A riot broke out!** -The colony's **climate of order** collapsed. Order falls when crime goes unanswered and rises with -**visible justice** — arrests and discipline. Riots only catch when order is already low, so the fix is -to stop letting crime pay: catch and punish, and order recovers. See [Deterrence](policing/Deterrence.md). - -**Why does punishing one prisoner seem to calm the whole colony?** -By design — the order climate feeds back into **everyone's** disposition. Catching and punishing one -pawn deters the rest a little; letting crime slide emboldens them. That feedback is the whole point of -the suite. See [Deterrence](policing/Deterrence.md). - ---- - -## Gangs - -**A gang formed in my prison.** -Gangs are a **symptom of a badly-run colony** — disposed prisoners band together along ties they already -share. The counter-play is the rest of the suite: **segregate** rivals into different wings (a network -whose members can't reach each other is starved), keep prisoners reformed, and don't let contraband -flow. A well-run colony grows few gangs, if any. See [Joining](gangs/Joining.md) and -[Affiliations & Segregation](gangs/Affiliations-and-Segregation.md). - -**Two prisoners keep fighting.** -Rival-gang brawls are booked as **crimes** — they land on the attacker's record and erode the colony's -order, so they matter beyond the moment. Segregating the rivals is how you stop it. See -[Rivalry & Fights](gangs/Rivalry-and-Fights.md). - ---- - -## Psychiatric care (Ward layer) - -**A prisoner broke mentally — I'd rather treat them than punish them.** -Commit them to the **Ward**: sustained counselling reduces the disorder that broke them and builds a -recovery track toward **discharge**. It's the other door out of the prison — recovery instead of -punishment. Don't neglect a committed patient, or they deteriorate. A **sedative** can calm a patient -who's about to break. See [Commitment](ward/Commitment.md). - ---- - -## Settings & compatibility - -**This is too much / I only want part of it.** -Every layer is independent. Open **Options → Mod Settings → Institution** and untick any of Contraband, -Policing, Corrections, Gangs, or Ward. The one you turn off goes inert immediately; the rest still work. - -**Does it play nice with other prison / psychiatry mods?** -Yes — Institution rides vanilla's own prisoner rail and is tested against the popular psych/prison mods. -It extends rather than replaces, so it coexists with the mods that own the parts it doesn't. Ward in -particular is built to sit alongside Hospitality, Psychology, Rim Disorders and friends. - -**Do I need anything else?** -Just **[Harmony](https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077)**. The shared Core -engine ships inside the mod. **Foul Play** (a separate mod) bridges in if you also run it. - ---- - -*Back to the [Wiki home](Home.md).* diff --git a/Home.md b/Home.md index a175154..f83b12e 100644 --- a/Home.md +++ b/Home.md @@ -1,104 +1,88 @@ -# Institution — Wiki +# Institution: Core — Wiki -*Prison Architect in RimWorld. One install, six toggleable layers, over one shared engine.* +*The shared foundation of the **Institution** suite: a set of RimWorld 1.6 mods about what an +institution does to the people inside it, and the crime, policing, and justice that put them there.* -> **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (mood, -> mistreatment, treatment) — and the colony can police it.** +Core is the engine every other Institution mod runs on. **On its own it changes nothing you can +see** — no items, no jobs, no new menus. It sits completely quiet until another Institution mod is +installed on top of it. You install Core only because something else asks for it. -That one sentence is the whole suite. Colonists, prisoners, and slaves drift toward crime on a -continuous spectrum; a policing-and-corrections machine discovers, catches, weighs, punishes, reforms, -treats, and releases them — and catching one pawn changes the disposition of the rest. - -**Institution** is the single mod that ships all of it — every layer bundled into one install with a -**checkbox per layer** (all on by default), so you run as much or as little of the suite as you like. - -> **New to it?** The **[FAQ](FAQ.md)** covers what to do when the mod throws something new at you — an -> escape tunnel, a gang in the wing, a riot, a prisoner who won't reform, a "dangerous prisoner -> unsecured" alert. +This wiki explains what that hidden engine actually does once a mod above it puts it to work — down to +the exact numbers, because knowing how the numbers move is half the fun of running a prison. --- -## The gameplay loop +## The one idea -The suite is a closed loop, and each turn of it lives in a different layer — mirroring the real -separation of powers: police, (courts,) prison, parole. +> **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (circumstance, +> mood, treatment) — and the colony can police it.** -1. **Disposition** *(Core)* — every pawn carries a seeded propensity: *would this one do it?* -2. **Crime** *(Policing)* — free colonists offend on that spectrum (rare in a small, tight, - well-deterred colony), with visible consequences — theft, vandalism, assault — that fray - relationships. -3. **Detection** *(Policing)* — witnesses and a **constable** work an open case until the culprit is named. -4. **The weighed arrest** *(Policing)* — an arrest is made only when the crime is grave enough to - justify losing the pawn and the colony can afford to hold a prisoner; the disposed **resist**, and a - subdued resister is taken in. *(A future **Judiciary** layer — a court that tries and sentences — - is reserved to sit here, between arrest and imprisonment; today the arrest imprisons directly.)* -5. **Contraband** *(Contraband)* — once held, a pawn conceals and improvises: shivs, brews, tunnels - under the perimeter, all countered by warden search — and a bent warden who smuggles for them. -6. **Gangs** *(Gangs)* — held pawns organise into contraband economies: joining by disposition, - smuggling networks, rivalry, fights that book as crimes. -7. **Corrections** *(Corrections)* — a warden **rehabilitates** a prisoner: counselling sessions move a - **reform** score and raise the colony's climate of **order** (classification re-grades as reform - rises), that order feeds back into everyone's disposition, and a **parole** alert releases the - genuinely reformed back into the colony. Neglect a flagged prisoner and they harden. -8. **Treatment** *(Ward)* — the other door: a prisoner committed for **psychiatric care** rather than - punished. Counselling reduces the disorder that broke them and builds a recovery track toward - discharge; neglect a committed patient and they deteriorate. +That single sentence is the whole suite. Colonists, prisoners, and slaves drift toward crime on a +continuous spectrum; a policing and justice layer discovers, catches, punishes, reforms, or paroles +them. Core is where the *spectrum* itself lives — before anyone is caught, before there is a record to +read, before there is a warden to search them. -Steps 7 and 8 close the loop back onto step 1: catching, punishing, reforming, or treating one pawn -moves the colony's climate of order, which bends the disposition of everyone still deciding whether -crime pays here. +## Why a shared engine + +The propensity idea didn't start out abstract. It grew up twice, in two different mods: one deciding +which drunk, miserable pawn starts a mess, and one deciding which prisoner whittles a shiv the moment a +door opens. Both were asking the same real question — *would **this** pawn do it?* — and each answered +it its own way, which meant they could disagree about who was dangerous. + +Core exists so they stop disagreeing. When the contraband system, the justice system, and the gang +system all read one disposition engine, they agree about who is dangerous instead of each judging it +separately and drifting apart. The pawn who is "the scary one" is the scary one to every part of the +suite at once. That coherence — not any single number — is the point of a shared foundation. + +Core carries exactly the three things every Institution mod needs and none should own alone, and +nothing else: + +| Pillar | Answers | Page | +|---|---|---| +| **Propensity** | *Would this pawn do it?* (nature × nurture) | [Propensity](Propensity.md) | +| **Criminal record** | *What has this pawn actually done?* (one history per pawn) | [Criminal Record](Criminal-Record.md) | +| **Secured context** | *What kind of hold is this pawn under, and who may search them?* | [Secured Context](Secured-Context.md) | + +The distinction between the first two is the spine of the whole design: **propensity is suspicion, a +record is fact.** Propensity says "this pawn *seems* dangerous"; a record says "this pawn *has* +escaped twice and shanked a guard." Keeping them separate is what lets the colony act on evidence +instead of on vibes. + +## The pages of this wiki + +- **[Propensity](Propensity.md)** — nature × nurture in full: the trait-weight table, the nurture + multiplier ladder, the disposition formula with worked examples, and why each pawn's roll is fixed + rather than re-rolled. +- **[Criminal Record](Criminal-Record.md)** — everything a record remembers, who fills in each part, + how it persists across saves, and why *reform* is the pivot of the whole suite. +- **[Secured Context](Secured-Context.md)** — the Free / Prisoner / Slave kinds, what counts as + "held" versus what counts as "able to hide something," and why the suite keys off this instead of + "is a prisoner." +- **[Treatment Engine](Treatment-Engine.md)** — the shared rehabilitation maths: mark a condition + treatable, reduce it a little each session by skill and facility quality, and build a recovery track + toward discharge. Ward's psychiatric care and Justice's reform run on this one engine. +- **[Modder API](Modder-API.md)** — the "for modders" page: the tools any mod can call to build on + Core. Players can skip it. + +## The suite + +Each mod stands alone as an install; together they form one system. Core sits underneath everything +else. + +| Mod | What it adds | Needs | +|---|---|---| +| **Institution: Core** (this) | the propensity / record / context engine | base game only | +| **Institution: Contraband** | concealment, improvised shivs, tunnels, warden search, warden corruption | Core | +| **Institution: Justice** | classification, deterrence, discipline, parole, regime, and **policing** (colony crime → weighed arrest) | Core, Harmony | +| **Institution: Gangs** | gangs as contraband economies: joining, smuggling, rivalry, fights-as-crime | Core, Contraband, Justice | +| **Institution: Ward** | psychiatric care — a prisoner treated, not punished, on Core's treatment engine | Core, Harmony | +| **Foul Play** | the vessel + substance + throw framework, home of the "Piss Nuke" | standalone; bridges to Core + Contraband | + +## Requirements & load order + +- **RimWorld 1.6.** Core needs only the base game — no Harmony, no DLC, no other mod. +- Load Core **before** any other Institution mod in your mod list. --- -## The six layers - -Each is a separate repo and DLL, bundled here behind a toggle. Every layer defaults **on**; turning -one off disables its systems in place without uninstalling anything. - -| Layer | Toggle | What it adds | Wiki | -|---|---|---|---| -| **Core** | *(always on — the engine)* | propensity, the criminal record, secured context, the shared **treatment engine**, the deterrence seam | [Core](core/Home.md) | -| **Contraband** | Contraband | concealment & intake, improvised shivs, Prison-Architect tunnels, warden search, warden corruption | [Contraband](contraband/Home.md) | -| **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) | -| **Corrections** | Corrections | classification (with whole-wing markers), discipline & reform, **rehabilitation** + parole, regime (recreation/visitation/cell-safety) | [Corrections](corrections/Home.md) | -| **Gangs** | Gangs | gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime | [Gangs](gangs/Home.md) | -| **Ward** | Ward | psychiatric care — treatment, recovery, discharge, ward neglect, sedation | [Ward](ward/Home.md) | - -**Policing** and **Corrections** are separate layers — the enforcement half and the prison half of the -former *Justice* module, split along the separation of powers. Policing has its own toggle because -colony crime is a large behavioural change: a player can run the prison (Corrections) without their own -colonists committing crimes. Corrections depends on Policing for the shared climate of order. - ---- - -## Why one Core, many layers - -The suite runs on a small **Core** that owns exactly what every layer must agree on — *is this pawn -dangerous?*, *what have they actually done?*, *what hold are they under?* — plus two shared services: -the **treatment engine** (Ward's psychiatric care and Corrections' rehabilitation point the same loop -at different states) and the **deterrence seam** (a neutral hook Policing fills so the order-climate -feedback runs *through* Core without Core ever depending on the policing layer). A future **Judiciary** -layer will slot in through the same style of Core seam — a *sentence* on the criminal record that -Policing writes a default of today and a court would fill tomorrow. - -Everything else builds up from there: Contraband, Policing, and Corrections on Core (Corrections also -on Policing); Gangs on Core + Contraband + Policing; Ward on Core. Cross-layer integrations that aren't -hard dependencies stay soft — a feature lights up if its sibling is present and the loop still closes -without it. That is what keeps the suite genuinely modular: this aggregate is a convenience, not a merge. - ---- - -## Requirements & install - -- **RimWorld 1.6.** -- **[Harmony](https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077)** — required (the - suite's Harmony-using code is Corrections' prisoner-recreation patch and Ward's). -- Install **Institution**, enable Harmony, and load Institution after it. That is the whole suite in - one mod; open the settings to toggle any layer. - -The standalone **[Foul Play](https://git.onetick.ninja/flan/rimworld-foulplay/wiki)** framework is a -separate install that bridges into the suite when both are present. - ---- - -*The **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.* +*Part of the **Institution** suite.* diff --git a/core/Modder-API.md b/Modder-API.md similarity index 100% rename from core/Modder-API.md rename to Modder-API.md diff --git a/core/Propensity.md b/Propensity.md similarity index 100% rename from core/Propensity.md rename to Propensity.md diff --git a/core/Secured-Context.md b/Secured-Context.md similarity index 100% rename from core/Secured-Context.md rename to Secured-Context.md diff --git a/core/Treatment-Engine.md b/Treatment-Engine.md similarity index 100% rename from core/Treatment-Engine.md rename to Treatment-Engine.md diff --git a/contraband/Compatibility.md b/contraband/Compatibility.md deleted file mode 100644 index 76ba42f..0000000 --- a/contraband/Compatibility.md +++ /dev/null @@ -1,116 +0,0 @@ -# Compatibility - -*Contraband adds its own content and reads from the base game rather than rewriting it. That is why it -composes with other mods instead of colliding with them.* - -## Requires: Institution: Core - -Contraband has a hard dependency on **Institution: Core** and loads after it. This is not optional — -after the split, everything Contraband reads lives in Core: - -| Core provides | Contraband uses it for | -|---|---| -| Which pawns count as "in custody," and who can hide things | who counts as a concealer; who can be intaken, whittle, or dig | -| A pawn's criminal propensity (nature × nurture) | every disposition roll — intake (0.6), improvise (0.10), dig (0.08), all scaled and settled per pawn | -| The criminal record | times searched, times caught, escape attempts, contraband made — written by search and acquisition, read by search priority | - -Install Contraband without Core and it will not run. Everything else on this page is optional interplay -that degrades gracefully when the other mod is absent. - -## It plays nicely with other prison mods - -Contraband adds its own content rather than rewriting the base game's. It: - -- **Adds a new warden job** (search) rather than changing an existing one. -- **Reuses vanilla warden behaviour** rather than overriding it, so anything that adjusts warden - behaviour on the base class flows through to searches for free. -- **Extends two escape-related behaviours at startup** so prisoners arm themselves and use what they - are hiding when they break — inserted at a specific point, and it logs a warning if that anchor is - missing rather than failing silently. -- **Runs on a heartbeat** over held pawns for intake, improvisation, and tunnels — no hook on the - capture event is needed because the heartbeat already visits every held pawn. - -The net effect: the surfaces other prison mods touch are mostly untouched here, so conflicts are the -exception, not the rule. - -## Foul Play — the carboy bridge - -**Foul Play** (the "Piss Nuke" mod) stays its own mod with its own front door, and yet its **carboy is -a first-class contraband item.** This is the flagship demonstration of Contraband's *"items are -content, subsystems are shared, mods are audiences"* principle, and it works two ways: - -1. **The carboy brings its own behaviour.** The carboy simply declares itself as contraband and points - at the throw-the-carboy behaviour that lives in *Foul Play*. Contraband never has to know that - behaviour exists — it just runs whatever the item brought with it. -2. **A concealed carboy keeps its contents.** A carboy is not just "a jar" — it is a jar *of* a - fermented blend, and that blend has to survive being concealed. When a carboy is intaken or - smuggled, Contraband captures a label for its contents blindly; on redemption it hands the label - back to Foul Play to restore the blend. **Contraband knows nothing about substances or - fermentation** — that framework lives entirely in Foul Play. If Foul Play is absent, no content is - captured and nothing breaks: a jar is just a jar. See - [Concealment and Intake](Concealment-and-Intake.md). - -The dependency runs one way only: Foul Play bridges *to* Contraband (and to Core) if they are present; -Contraband takes **no** dependency on Foul Play. - -## Institution: Justice — the record is the shared bus - -Contraband and **Justice** never call each other. They meet on Core's criminal record — Contraband -writes to it, Justice reads from it: - -| Contraband writes | Justice reads it into | -|---|---| -| times searched | Classification (security grade) | -| times caught | Deterrence (colony-wide signal) | -| escape attempts | Discipline / Parole (reform) | -| contraband made | | - -- **Catching contraband feeds classification.** A prisoner repeatedly caught with shivs or foiled - mid-tunnel racks up catches and escape attempts, which Justice's classification weighs into a higher - security grade. -- **And it feeds back.** Justice's deterrence signal flows *back* through Core's propensity, nudging - every future intake / improvise / dig roll a Contraband pawn makes. A prison that catches and - disciplines becomes a prison where fewer prisoners bother trying — without either mod referencing the - other. Run Contraband alone and deterrence is a neutral 1.0; the record still routes the warden. - -## Institution: Gangs — the contraband economy - -**Gangs** depends on Core, **Contraband**, and Justice, because a gang *is* a contraband economy: - -- Gang smuggling moves contraband through the same door intake and corruption use. -- A gang's outside members are the natural caller for the **reach-in corruption** — paying a bent - warden to make a delivery. That ability exists in Contraband but has no in-game trigger of its own; - Gangs is what drives it. See [Corruption](Corruption.md). -- Gang fights route to Justice's crime record, which then raises search priority here. The loop closes - through Core again. - -## Prison mods the suite is tested against - -| Mod | Interaction | Verdict | -|---|---|---| -| **Prison Commons** | it adjusts warden behaviour on the base class, and Contraband's search inherits that, so searches respect prison-commons/allowed areas **for free** | works by inheritance | -| **Custom Prisoner Interactions** | it only touches the *named* vanilla warden jobs (chat, convert, enslave, release); it cannot see a brand-new job | no conflict | -| **Prisoner Realism** | its escapes are for "mood prisoners" mid-break; a tunnel breakout hands off to the vanilla prison-break flow, which Prisoner Realism layers on. Tunnels **complement** it — they let ward patients and slaves who would never mood-break still, patiently, dig out | complementary | -| **Prison Labor** | prisoners working outside the cell are still held pawns and still tracked; Contraband adds nothing to labor jobs. A work assignment is simply another place a disposed prisoner might come by materials | no conflict | -| **Prisoner Recreation** | overlaps the *regime* feature — which now lives in **Institution: Justice**, not here, and is written to coexist with Prisoner Recreation | not Contraband's concern post-split | - -## Load order - -1. Base game -2. **Institution: Core** — required, loads before Contraband -3. **Institution: Contraband** — this mod -4. **Foul Play / Justice / Gangs** — any order after Core; each bridges if present - -## The general rule - -If a mod adds prisoner behaviour by **changing vanilla warden jobs or the escape flow by name**, it -will not see Contraband's additions, and Contraband will not see its — they pass each other harmlessly. -If a mod adds a *new* warden job or escape behaviour of its own, it stacks. The one place to watch is -another mod that *also* rewrites the same two escape-related behaviours wholesale; Contraband inserts -its part at a specific point and logs a warning if that point is missing, so a load-order or conflict -problem is visible in the log rather than silent. - ---- - -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and -Ward. Each stands alone; together they interlock.* diff --git a/contraband/Concealment-and-Intake.md b/contraband/Concealment-and-Intake.md deleted file mode 100644 index 00600fb..0000000 --- a/contraband/Concealment-and-Intake.md +++ /dev/null @@ -1,201 +0,0 @@ -# Concealment and Intake - -*How a hidden item exists without existing, how it gets onto a prisoner in the first place, and how -it becomes real again.* - -This is the spine of the whole mod. Everything else — shivs, tunnels, searches, corruption — is a -different way to add to, or remove from, the private stash this page describes. - -## While it is concealed, there is no item - -The single most important rule: - -> The prison quietly tracks what each pawn is hiding. **Concealed contraband is not an item on the -> map. It is a secret.** It is not in the gear tab, there is no icon, and the player is told nothing — -> because an item you can see in the UI is not contraband, it is inventory, and there would be nothing -> for a warden to discover and no reason to ever order a search. - -A concealed item is only a hidden fact about a pawn: what it is, how far along it is, what material it -ended up made of, an optional source it is being whittled from, its tunnel state if it is a pick, and -whatever it holds inside. It has **no physical object** anywhere in the world until one of two things -happens: - -| Moment | What happens | -|---|---| -| The prisoner **uses** it | It materialises into their inventory as a real item | -| A warden **finds** it | It is deleted; it never becomes an item at all | - -A corollary the search page leans on hard: **an empty search must still cost time.** If the search -job only ever appeared when there was genuinely something to find, the mere *offer* of the job would -be the discovery. You have to be able to toss a clean cell and come up with nothing. - -## Where a thing can hide - -Every piece of contraband can hide in one of two places, and this decides **who can ever find it**: - -| Site | Holds | Found by | -|---|---|---| -| **On the body** | small: a shiv, pills, a phone | searching the **pawn** | -| **In the cell** | bulky: a rifle, a carboy, a crude pick | tossing the **room** | - -A warden turning over a prisoner and their cell reaches both. The reason the two are split at all: a -**constable** in Justice's policing layer, frisking a colonist named in a street crime, only reaches -what is on the body, so whatever is under their floorboards stays there until somebody has grounds to -search the *room*. The split between "who may search" and "what a search reaches" is deliberate — see -[Warden Search](Warden-Search.md). - -## Three kinds of contraband, and no list of items - -There is no hardcoded list of contraband item names. At the start of a game, the mod looks at every -item in the game and decides, once, whether it counts as contraband, in one of three ways: - -1. **Explicit.** Anything a mod has deliberately marked as contraband. This is the opt-in, and it is - how a mod plugs in its own behaviour for how the item is acquired, used, or used to escape. -2. **Every drug** — recognised automatically. -3. **Every weapon** that isn't destroyed when dropped — recognised from its **mass**. - -For anything not marked explicitly, the mod fills in how well it hides and where, so a modder never -has to: - -| Kind | Test | Concealability | Hides | -|---|---|---|---| -| Hard drug | drug rated Hard | **0.75** | on body or in cell | -| Other drug | any other drug | **0.5** | on body or in cell | -| Light weapon | mass ≤ 2.0 kg | **0.7** | on body or in cell | -| Heavy weapon | 2.0 kg < mass ≤ 10.0 kg | **0.35** | in cell only | -| Very heavy weapon | mass > 10.0 kg | — | **not contraband** (a minigun hides nowhere) | - -**Concealability** runs 0 to 1, where **0 = a warden finds it every time and 1 = never**; higher is -harder to find. Drugs and inferred weapons get **no crafting route** (you cannot synthesise yayo in a -bare cell, and you cannot conjure a rifle) and **no special use behaviour** — because vanilla already -knows what to do with them. A prisoner takes a drug on their own; an armed prisoner *is* the payload. -Getting the item into the cell is the entire problem, and that is all these routes solve. - -Nothing here edits another mod's items. It is a one-time reading of each item's own stats. Modded -drugs and weapons are covered without ever being named. - -## The heartbeat - -The prison does its ongoing work on a heartbeat. Every **250 ticks** it visits every pawn who could -be concealing something and does all the ongoing work: intake, tunnel progress, and improvisation. If -nothing on the map can be self-made and no escape tools are in play, it does nothing and costs -nothing. - -Because the heartbeat already visits every held pawn, intake needs no special trigger on the capture -event: a pawn who is in custody but has not yet been processed is, by definition, one who was newly -taken. - -### Who counts as a concealer - -The set of pawns being tracked is **not** just prisoners. It is every pawn whose belongings are -anyone's business — prisoners, slaves, ward patients, **and free colonists**: - -> A free colonist forbidden their drug by a drug policy or an ideoligion is precisely the pawn who -> keeps a private stash — and vanilla already denies them, with no valve. - -Whether anyone may *search* a given concealer is a separate question with a separate answer (the -warden's authority reaches prisoners; a future cop's reaches colonists). Tracking is pawn-agnostic; -authority is not. - -## Intake: the moment of capture - -Vanilla never strips a captive *on capture* — a downed pawn keeps whatever they walked in with, and -the warden just hauls them to a cell. Intake is Contraband's answer to that gap, and it runs on the -first heartbeat that sees a newly-held pawn: - -1. **Held only.** The pawn must be a person and in custody — prisoner, slave, or ward patient. A free - colonist is tracked, but nobody frisks and processes *them* on the way into a cell, so their - carried gear is never intaken. -2. **Once.** Each captive is processed a single time; a later pass finds them already done and moves - on. (It remembers by an ID, so it holds no ghost of a captive who has since died.) -3. **Even while downed.** Intake runs *before* the "must be awake" gate. The stash a captive walked in - with is hidden the moment they are in custody, not when they wake — everything *after* intake - (whittling, digging) needs them awake, but hiding what is already on you does not. -4. **Only what can ride on a body.** A thing can be intaken only if it is small enough to hide on the - body. A shiv up a sleeve is intaken; a rifle or a suit of armour is too bulky to palm and stays as - ordinary strippable gear the player confiscates for free. -5. **Per-item disposition.** For each concealable thing the captive carries, the mod rolls whether - *this* pawn would hide *this* item — a base chance of **0.6**, then scaled by the pawn's nature × - nurture (Core's propensity). The roll is **fixed per (pawn, item)** — a settled fact, not a fresh - coin each tick. The frightened cook surrenders the knife; the disposed lifer palms it, and always - would have. - -When a pawn does hide an item, the real object is **removed from the game** and a hidden secret takes -its place, preserving what the item was made of and — critically — anything it holds inside. - -## Preserving contents without understanding them - -A concealed vessel is not just "a jar" — it is a jar *of* something (hooch, piss, a fermented blend), -and that something has to survive being hidden and come back when the item is used. Contraband stores -what a vessel contains as a single opaque label and **has no idea what it means**. - -When the item is concealed, that label is captured; when the item comes back out, the label is used -to pour the contents back into the freshly-made thing. This is the exact seam **Foul Play** uses to -keep a smuggled carboy's contents intact. Without a bridge mod, no content is captured and nothing is -lost — a shiv is just a shiv. - -Fermentation itself lives in Foul Play, not here. A concealed vessel comes back out **fresh** and -ferments afterward like any other, which suits the theme: fresh-brewed piss is weak, and time is what -makes it a weapon. (The prison remembers how long the vessel was hidden, for any bridge mod that -wants to restore its aging, but it never acts on that number itself.) See -[Compatibility](Compatibility.md). - -## Redemption: the secret becomes real - -When a hidden item is finally used, it turns real: - -1. It is made from the material it was whittled from (or the item's default material, if it was never - made from a material). -2. Anything it held inside is poured back in. -3. It is placed into the pawn's inventory. If that somehow fails, nothing is dropped and nothing is - lost. -4. The secret is cleared from the stash. - -The trigger for this is a breakout. When a prisoner enters an escape or assault-the-colony state, they -will arm themselves and then use whatever they are hiding — the same moment a base-game prisoner would -reach for a combat drug. The one contraband hook Ludeon wrote and then left reading an always-empty -inventory is exactly where this slots in. For each thing a pawn is hiding: - -- **Inert contraband** (a drug, a stashed rifle — nothing special to "use"): just materialise it and - get out of the way. Vanilla takes the drug on its own; a weapon in inventory is a weapon. But a - stashed **weapon** only comes out for someone who would actually use it — the same person who would - not stop to pick a rifle off the floor does not become a fighter because the knife was in their - sock, and a pawn incapable of violence never does at all. If they qualify, the weapon moves into - their hands; otherwise it stays hidden and they run. See [Improvised Weapons](Improvised-Weapons.md). -- **Active contraband** (something with a special use — e.g. Foul Play's throw-the-carboy): - materialise it, then hand off to that item's own use behaviour. - -## Confiscation, and the door every route comes through - -When a warden finds contraband, it is simply removed. It **never becomes a real item** — the warden -found it, and there is nothing to drop on the floor. (This is why searching is not a way for the -colony to *acquire* a prisoner's drugs; it is a way to *deny* them.) - -At the other end, there is one single door that **every** supply route comes through — intake uses it, -a bent warden uses it ([Corruption](Corruption.md)), and a smuggling gangmate -([Institution: Gangs](Compatibility.md)) uses it. It hands a prisoner something already finished and -hidden, optionally with contents. One door, many keys. - -## Saving - -Concealed contraband is saved with your game — the whole stash, the per-pawn search cooldowns, and who -has already been intaken. On load, any secret whose pawn or item no longer exists is quietly dropped: -prisoners who died or left take their secrets with them. - -## Quick reference - -| Constant | Value | Meaning | -|---|---|---| -| Heartbeat | every 250 ticks | poll cadence for intake / tunnels / improvisation | -| Intake base chance | 0.60 | per-item, before nature × nurture | -| Intake gate | held + body-hideable | only pawns in custody, only items small enough to palm | -| Hard-drug concealability | 0.75 | inferred from being a hard drug | -| Other-drug concealability | 0.50 | inferred | -| Light-weapon concealability | 0.70 | mass ≤ 2.0 kg, hides on body | -| Heavy-weapon concealability | 0.35 | 2.0–10.0 kg, in cell only | -| Unhideable mass | > 10.0 kg | not contraband | - ---- - -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and -Ward. Each stands alone; together they interlock.* diff --git a/contraband/Corruption.md b/contraband/Corruption.md deleted file mode 100644 index 5f48ce9..0000000 --- a/contraband/Corruption.md +++ /dev/null @@ -1,111 +0,0 @@ -# Corruption - -*A search is only as thorough as the warden running it, and a warden is a person with their own -diligence and their own price.* - -The counter to contraband is the [warden search](Warden-Search.md) — but a search is not a machine. It -is a human being with traits and a mood, and Contraband models that human being on **two axes, both -read off the same vanilla traits, mood, and relationships — no new stat to maintain**: - -| Axis | Question | Effect on a search | -|---|---|---| -| **Diligence** | How hard do they look? | multiplies the find chance | -| **Corruption** | How bent are they? | a flat chance to look away — and a route *into* the prison | - -This is *"what turns 'the game vs the player' into 'the player's own guards, each with an angle.'"* The -prisoner you can control. The guard you assigned to watch them, you cannot. - -## Diligence — how hard they look - -Diligence runs 0 to 1 and multiplies the whole find chance. A lax or miserable warden misses things a -dutiful one would turn up. It starts from a baseline of **0.55** and moves with traits and mood: - -| Trait / factor | Δ Diligence | Reasoning | -|---|---|---| -| Industrious | +0.1 per degree | a hard worker searches hard | -| Lazy | −0.1 per degree | a lazy one frisks gently | -| Abrasive | +0.15 | happy to toss a cell | -| Psychopath | +0.10 | thoroughness without squeamishness | -| Kind | −0.20 | reluctant to be rough | -| Mood | ×0.6 (miserable) .. ×1.1 (content) | morale is thoroughness | - -## Corruption — their price - -Corruption also runs 0 to 1. In a search, a bent warden gets a flat chance to **look away** on each -item they would otherwise have a shot at finding — that chance is their Corruption × 0.6, rolled per -hidden item before the find roll. Corruption starts from a baseline of **0.04** (most guards are -mostly honest) and moves with traits and mood: - -| Trait / factor | Δ Corruption | Reasoning | -|---|---|---| -| Greedy | +0.40 | the classic bent guard — everyone has a number | -| Kind | +0.15 | looks the other way out of sympathy, not money | -| Ascetic | −0.10 | wants nothing, so cannot be bought | -| Abrasive | −0.05 | too surly to do anyone a favour | -| Mood | ×1.6 (miserable) .. ×0.7 (content) | a happy guard is harder to tempt | - -## The Kind warden is a double liability - -Read the two tables together and one trait jumps out. **Kind** *lowers* Diligence (−0.20) **and** -*raises* Corruption (+0.15). The gentle guard both frisks softly and bends the rules out of pity — the -worst warden you can put on a contraband detail, and the least obvious one, because "kind" reads as a -virtue everywhere else in the game. Meanwhile **mood** cuts the same way on both axes: a miserable -warden looks *less* hard and is *more* temptable. A depressed guard is a sieve at both ends. - -## Worked examples - -Find chance for a hidden item is roughly the base find chance × Diligence, with a separate look-away -chance (Corruption × 0.6) to ignore it entirely. Assume a mid-skill warden whose raw find chance on a -shiv is around 0.30 before disposition: - -| Warden | Diligence | Corruption | Look-away/item | Net on a 0.30 shiv | -|---|---|---|---|---| -| Neutral, content | ~0.61 | ~0.03 | ~2% | thorough-ish: ~0.18 find | -| Abrasive + Psychopath, content | ~0.88 | ~0.02 | ~1% | a nightmare for prisoners: ~0.26 find | -| Greedy, content | ~0.61 | ~0.31 | ~18% | looks capable, pockets bribes | -| Greedy, **miserable** | ~0.37 | ~0.62 | ~37% | ignores contraband over a third of the time | -| Kind + **miserable** | ~0.25 | ~0.27 | ~16% | a sieve at both ends: ~0.07 find | - -(Numbers rounded; mood taken as content ≈ 100% or miserable ≈ 20%.) The takeaway is that **who you -assign to search matters as much as whether you search at all.** A greedy, miserable warden is not a -guard — he is a supply line you are paying to pretend otherwise. - -## The bent warden as a supply route *in* - -Corruption is not only "looks away." The other half is reaching *in* — a bent guard who slips a -prisoner contraband through the very same door a smuggler or a gangmate uses. Only what can ride on a -body gets slipped across a handshake. Whether and when a guard does this is gated on that guard's -Corruption. - -In Contraband on its own, this "smuggle in" ability exists but is not yet wired to an in-game trigger. -It is the seam **Institution: Gangs** drives when a gang's outside members pay a bent warden to make a -delivery, and the thing a planned secure-zone checkpoint that frisks *guards* is meant to catch. -Search-side corruption (looking away) is fully live today; reach-in corruption is the hook the rest of -the suite plugs into. See [Compatibility](Compatibility.md). - -## How to play with it - -- **Vet your wardens.** A Greedy or Kind pawn on prison duty is a liability the trait tooltip won't - warn you about. Ascetic and Industrious make the best searchers; Psychopath and Abrasive are - brutally effective if you can stomach them. -- **Watch mood.** A prison-duty warden in a slump is failing at both jobs — searching *and* not - smuggling. Keep your guards content or rotate them out. -- **Redundancy beats brilliance.** Because each search is one shot per prisoner per day and even a good - warden misses a well-hidden shiv, a *second* diligent warden over time matters more than a single - perfect search. - -## Quick reference - -| Constant | Value | Meaning | -|---|---|---| -| Diligence baseline | 0.55 | before traits and mood | -| Corruption baseline | 0.04 | most guards are mostly honest | -| Diligence mood scale | ×0.6 .. ×1.1 | miserable → content | -| Corruption mood scale | ×1.6 .. ×0.7 | miserable → content | -| Look-away multiplier | ×0.6 | applied to Corruption, per item | -| Smuggle payload | body-hideable contraband only | what fits in a handshake | - ---- - -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and -Ward. Each stands alone; together they interlock.* diff --git a/contraband/Home.md b/contraband/Home.md deleted file mode 100644 index 757ea93..0000000 --- a/contraband/Home.md +++ /dev/null @@ -1,126 +0,0 @@ -# Institution: Contraband - -*Prisoners get hold of things they should not have. Wardens turn the cell over looking for them.* - -This is the player-facing wiki for **Institution: Contraband**, a RimWorld 1.6 mod. It documents -every mechanic with the real numbers, explains why each one works the way it does, and tells you how -to play with them — and against them. - -> **Note on scope.** Contraband was recently *split*. It is now one thing: the **physical smuggling -> loop** of a prison. The engine it used to carry — a pawn's criminal propensity, the criminal -> record, and which pawns count as "in custody" — now lives in **Institution: Core**, which this mod -> requires. The response systems (classification, deterrence, discipline, parole, regime) went to -> **Institution: Justice**, and the gang network to **Institution: Gangs**. When this page mentions -> "the record" or "a pawn's propensity," those belong to Core; Contraband reads them. - -## The one idea - -The whole Institution suite rests on a single sentence: - -> **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (circumstance, -> mood, treatment) — and the colony can police it.** - -Contraband is the half of that sentence you can *hold in your hand*. A propensity is abstract until a -disposed prisoner files a blade off his bunk, palms a twist of yayo on the way into a cell, or starts -digging. Contraband is where the spectrum becomes an object with edges. - -## Vanilla built the demand and forgot the supply chain - -RimWorld already ships a fully-built junkie. Raiders spawn addicted and carrying combat drugs. You -down one, capture strips everything, and now withdrawal grips them in the cell. A prisoner already -*seeks* a drug on their own, and already *ignores* the forbidden flag inside their own cell. - -Put a drug within reach of an addicted prisoner and the base game makes them take it. Today. The -consumer, the craving, the reach, the ignore-forbidden — all of it already works. - -What does **not** exist is any answer to two questions: - -| Vanilla has | Vanilla lacks | -|---|---| -| A prisoner who wants contraband | Any route for contraband to reach the cell | -| A warden with fifteen jobs | A sixteenth called *search* | - -The base game's warden can chat, convert, feed, execute, enslave, release, suppress — and cannot look -in a pocket. Contraband builds exactly the missing two halves: **supply** and **search**. It does not -need to build the junkie, because Ludeon already did. - -## Concealment is a secret, not an item - -This is the load-bearing design decision: - -> **While it is concealed, there is no item.** - -A hidden shiv is not in the gear tab. There is no icon. There is no stack on a shelf. The player is -told **nothing**. The item does not become a real object in the world until exactly two moments: - -- when the prisoner **uses** it (it appears in their inventory), and -- when a warden **finds** it in a search (it is confiscated and never becomes an item at all). - -Why go to the trouble? Because *an item you can see in the UI is not contraband* — it's inventory, and -there would be nothing to discover and no reason to ever order a search. The whole tension of the -system is that **you never know**. A warden you send to toss a cell might find a blade, might foil a -tunnel, or might waste twenty minutes on a prisoner who was hiding nothing — and that empty search -still has to cost, or the mere *offer* of the job would be the discovery. - -Read the full lifecycle in **[Concealment and Intake](Concealment-and-Intake.md)**. - -## The four supply routes and the one counter - -| Route | What it is | Page | -|---|---|---| -| **Intake** | A captive hides the small contraband they walked in with | [Concealment and Intake](Concealment-and-Intake.md) | -| **Improvise** | Whittle a shiv from the cell's own furniture | [Improvised Weapons](Improvised-Weapons.md) | -| **Tunnel** | Dig out under the perimeter with a filed pick | [Tunnels](Tunnels.md) | -| **A bent warden** | A greedy or over-kind guard smuggles *for* a prisoner | [Corruption](Corruption.md) | -| **The counter** | A prioritized cell toss that reads the tells | [Warden Search](Warden-Search.md) | - -And because every guard is a person with their own diligence and their own price, the search is only -as good as who you send — see **[Corruption](Corruption.md)**. - -## How everything is contraband without a list - -Contraband names no items. It recognises three kinds of thing: - -1. **Anything explicitly marked as contraband** — the opt-in, with pluggable behaviour a mod can - supply. -2. **Every drug** — vanilla's, Vanilla Expanded's, mods that don't exist yet. Hard drugs conceal - better (0.75 vs 0.5). -3. **Every weapon** — how well it hides, and where, is decided by its **mass**. A knife rides on the - body; a heavy gun goes under the floor; a minigun (over 10 kg) hides nowhere. - -It reads the item's own stats rather than editing anything. Nothing changes another mod's items. -Details in [Concealment and Intake](Concealment-and-Intake.md) and [Compatibility](Compatibility.md). - -## Index - -- **[Concealment and Intake](Concealment-and-Intake.md)** — the secret model, where a thing can hide, - the three kinds of contraband, intake on capture, redemption, and how a smuggled vessel keeps its - contents. -- **[Improvised Weapons](Improvised-Weapons.md)** — the shiv whittled from furniture, how its - material carries through, the damage tell, and who reaches for it in a breakout. -- **[Tunnels](Tunnels.md)** — the Prison-Architect dig under the perimeter, which pawns dig, and how a - search uncovers the shaft. -- **[Warden Search](Warden-Search.md)** — the prioritized search, how tells and the record drive - priority, what a search does, and how it feeds back. -- **[Corruption](Corruption.md)** — Diligence and Corruption from traits and mood, how they scale a - find, and the bent warden who looks away or smuggles in. -- **[Compatibility](Compatibility.md)** — the Core dependency, the Foul Play bridge, Justice/Gangs - interplay, and the prison mods the suite is tested against. - -## The suite - -Each mod stands alone as an install; together they form one system. - -| Mod | Owns | Depends on | -|---|---|---| -| **Institution: Core** | propensity, criminal record, secured context | base game | -| **Institution: Contraband** (this) | concealment, intake, shivs, tunnels, search, corruption | Core | -| **Institution: Justice** | classification, deterrence, discipline, parole, regime | Core | -| **Institution: Gangs** | gangs as contraband economies | Core, Contraband, Justice | -| **Foul Play** | vessel + substance + throw framework; the Piss Nuke; bridges its carboy in as contraband | standalone | -| **Ward** | a ward prison mode | — | - ---- - -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and -Ward. Each stands alone; together they interlock.* diff --git a/contraband/Improvised-Weapons.md b/contraband/Improvised-Weapons.md deleted file mode 100644 index 6fb1820..0000000 --- a/contraband/Improvised-Weapons.md +++ /dev/null @@ -1,176 +0,0 @@ -# Improvised Weapons - -*The supply route you cannot deny — because you are obliged to furnish the cell, and the furniture is -the raw material.* - -You have to give a prisoner a bed. RimWorld will nag you until you do. That bed is a frame of wood, or -steel, or — if you built a nice prison — plasteel. Give a disposed prisoner a season of unsupervised -time with it and they will file a blade off it. **The prison's own furnishings are the arsenal, and -better furniture is worse.** - -## The shiv - -The shiv is a crude stabbing weapon: *"A blade filed off a bed frame and wrapped in cloth for a grip. -Barely a weapon — but a barely-a-weapon in a cell you thought was empty is a dead guard."* - -| Stat | Value | -|---|---| -| Tech level | Neolithic | -| Mass | 0.4 kg | -| Concealability | **0.75** (hides very well — it rides on the body) | -| Hides | on body or in cell | -| Point (Stab) | power 7, cooldown 1.5 s | -| Handle (Blunt) | power 5, cooldown 1.6 s | -| Use | none — an armed prisoner *is* the payload | - -Its stats come from its material: it can be made of metal, wood, or stone. A wood shiv is feeble; a -plasteel one is vicious. That is the whole point of the harvest mechanic — you never furnished a cell -thinking of it as an armoury, but that is what it is. - -## Who whittles: the disposition gate - -Not just "any prisoner." Three things must all be true: - -1. **Held.** The pawn is a prisoner, slave, or ward patient. Free colonists do not whittle shivs in - the commons — *yet* (the concealment layer already tracks them; only the authority to act on them - is missing). -2. **Disposed.** A base chance of **0.10**, scaled by Core's nature × nurture. It is a *fixed fact* - about the pawn — the mistreated, high-propensity lifer chews his bed apart; the frightened cook - never does, and never would have, no matter how many times you reload. -3. **Material in reach.** There is a workable source (see below). - -The base is deliberately low. Most prisoners are not making weapons. When one is, that is a fact about -*who they are and how you keep them*, and the tell it leaves is meant to point you at exactly that -pawn. - -## The source: what counts as raw material - -The prisoner looks for the nearest reachable, damageable, usefully-made piece of furniture: - -- **Their own assigned bed first** — it is right there in the cell. -- Otherwise the **closest artificial building within 12 tiles** that qualifies. - -To be a workable source, a piece of furniture must be: - -| Requirement | Why | -|---|---| -| Made of a material | you cannot whittle a blade out of nothing | -| Damageable | it has to take a beating | -| Made of metal, wood, or stone | cloth and leather cannot be filed into a blade | -| Reachable, even through danger | they have to get to it | - -This is also the counter-play. A cell furnished only in cloth and hydroponics offers nothing to file. -A steel bed offers a steel shiv. **What you build the cell out of decides whether it can become a -weapon, and how nasty that weapon is.** - -## Harvest by damage: the tell *is* the mechanic - -Each heartbeat, a whittling prisoner chips at the source — roughly **1.2% of its max hit points per -worked poll**, as blunt damage. - -The damage is not a side effect — it is the point. A gnawed bed is **probable cause**. The same tick -that advances the shiv damages the furniture, and that visible wear is what -[Warden Search](Warden-Search.md) reads to send a guard to the *right* prisoner first: a badly damaged -bed shoots a prisoner to the top of the search priority list. Whittling a shiv is loud, in the only -sense that matters — it leaves a mark you can act on. - -Because the source takes real damage, a determined prisoner can **reduce a piece of furniture to -wreckage and move on to the next**: if the source is destroyed before the shiv is finished, they look -for another, and if there is none, the route **stalls** (progress is kept, not lost). A materially -poor cell is a real defence — the prisoner cannot make progress with nothing to file. - -## How long, and the material it becomes - -A shiv takes roughly **1.5 unsupervised days** of active work, jittered ±25% each poll so no two -shivs finish on the same schedule. - -When it is finished, it happens **silently** — the player is told nothing. Two things happen: - -- **Material carry-through.** The shiv is made of whatever the source was made of. A wood bed yields a - wood shiv, a plasteel bunk a plasteel one, and its combat stats follow. -- **The record.** The pawn's tally of contraband made ticks up (in Core's record). That number feeds - the warden's future suspicion of this pawn and, if you run **Institution: Justice**, their security - classification. - -## The shiv comes out in a break — and who reaches for it - -A hidden shiv is inert until a breakout. When a prisoner enters an escape or assault-the-colony state, -they will use what they are hiding — but a **weapon** only comes out for someone who would actually -use it. That is the same test that decides whether an escapee even bothers to pick a weapon off the -floor. - -This matters because **vanilla escapees never arm themselves at all.** The base game has the behaviour -for opportunistically grabbing a weapon, and simply leaves it out of the escape flow, so a base-game -prisoner walks out unarmed, always. Arming is genuinely new behaviour, so it is kept rare enough that -when it happens you recognise *who* did it. - -### Would this pawn arm itself? - -First a **hard gate**: a pawn who is incapable of violence never arms, ever — a pacifist who picks up -a rifle is not a rare event, it is a bug. Otherwise the chance is the pawn's **disposition** (who they -are, fixed) times their **circumstance** (what is happening right now), capped at **0.85** and settled -once per pawn as a fixed fact. - -**Disposition** — who they are, fixed, nothing about today changes it. A base of 0.10, scaled by trait -and skill: - -| Factor | Value | -|---|---| -| Bloodlust | ×2.5 (highest applicable trait only — not a stack) | -| Psychopath | ×2.0 | -| Brawler | ×1.8 | -| Wimp | ×0.3 | -| Kind | ×0.4 | -| skill | scales with their best of Shooting or Melee → range **0.5 .. 2.0** | - -*Being captured in a raid does not make someone a fighter* — plenty of prisoners are cooks and -conscripts. A weapon is only worth grabbing if you know what to do with it, hence the skill term. - -**Circumstance** — what is happening right now, live: - -| Condition | Effect | Reasoning | -|---|---|---| -| Health < 50% | ×0.4 | badly hurt people run or crawl; they don't seek a fight | -| ≥ 2 other prisoners escaping within 12 tiles | ×2.0 | a crowd emboldens; one man slips out, six men riot | -| An armed colonist within 20 tiles | ×1.8 | now a weapon is not bravado, it's the plan | - -### Which weapon they reach for - -An arming escapee prefers, in order: - -1. **Their own dropped weapon** — the gun they carried when you downed them, still lying where it fell - within 45 tiles. The base game remembers where it fell and then never uses that for prisoners. *"A - man walking back to the spot where his own rifle fell is a better story than a man rummaging through - your stockpile."* A prisoner does not care that you marked it forbidden. -2. **Anything to hand** within 18 tiles — but only for a pawn over a higher disposition floor (0.35). - Rummaging a stockpile is a further step than grabbing your own gun back. - -A concealed shiv slots into this the natural way: a prisoner who has been sitting on a blade and who is -the sort to use it does not leave it in his pocket — it goes straight into his hand. The pawn who -would *not* arm keeps it hidden and runs — and the shiv survives to be found in a later search, or -used in a later break. - -## Not only shivs: the crude pick - -The same whittling behaviour makes the **crude pick** — filed off furniture exactly the same way, with -the same disposition gate and the same damage tell — but its purpose is a tunnel rather than a fight. -See [Tunnels](Tunnels.md). - -## Quick reference - -| Constant | Value | Meaning | -|---|---|---| -| Improvise base chance | 0.10 | before nature × nurture; fixed per pawn | -| Damage per worked poll | ~1.2% of source max HP | blunt; the visible tell | -| Source search radius | 12 tiles | own bed first, then nearest workable furniture | -| Time to finish a shiv | ~1.5 active days | jittered ±25% per poll | -| Workable material | metal / wood / stone | cloth and leather cannot be whittled | -| Shiv concealability | 0.75 | hard to find on the body | -| Arm chance cap | 0.85 | after disposition × circumstance | -| Own-weapon reach | 45 tiles | their dropped weapon | -| Any-weapon reach | 18 tiles | scavenge floor 0.35 disposition | - ---- - -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and -Ward. Each stands alone; together they interlock.* diff --git a/contraband/Tunnels.md b/contraband/Tunnels.md deleted file mode 100644 index 18c828b..0000000 --- a/contraband/Tunnels.md +++ /dev/null @@ -1,158 +0,0 @@ -# Tunnels - -*The Prison-Architect dig: a disposed pawn goes down, not through — under the ground and everything -built on it, out past the last wall you were relying on.* - -A locked door stops a prisoner who wants to walk out. It does nothing at all about a prisoner who -digs. This is the escape that ignores your perimeter, because it does not cross it — it goes beneath -it. It is slow, it is quiet, and it works for pawns who would never join a mood-driven riot. - -## The crude pick - -The dig needs a tool. The crude pick is filed off the cell's own furniture exactly the way a shiv is — -same disposition gate, same damage-to-furniture tell; see -[Improvised Weapons](Improvised-Weapons.md). Where the shiv is a weapon, this is a *way out*: it -carries no combat stats and is never equipped. - -| Stat | Value | -|---|---| -| Description | *"Useless as a weapon and useless above ground — but pointed downward, patiently, it is a way out that no lock and no guard can see."* | -| Max HP | 60 | -| Mass | 1.2 kg | -| Concealability | **0.5** | -| Hides | in cell only (too bulky to ride on a body) | -| Deteriorates | yes | - -Because it can only hide in the cell, a warden turning over the *room* can find the pick itself — and, -far more easily, the hole it is digging. - -## A second secret riding on the first - -A tunnel is *"the third thing a contraband item can be, after 'made' and 'used in a break': a thing -you dig your way OUT with, quietly, over days."* It is deliberately **not a job** you can catch a pawn -performing. There is no supervised task a warden could walk in on and interrupt — only a secret that -grows and a wall that eventually gives. The dig advances on the same 250-tick heartbeat that makes -contraband, so *the same search that finds a shiv can find the tunnel*. - -The pick must first be **made** (or smuggled). Only once it is finished does the dig begin, as a -second, longer secret carried on the same hidden pick. - -## Who digs - -Digging gates on three things: - -1. **A person, and held** — prisoner, slave, or ward patient. -2. **The disposition to dig for weeks:** a base chance of **0.08** — deliberately below the shiv's - 0.10. *"Fewer pawns will dig for weeks than will palm a shiv."* It is a fixed fact about the pawn. -3. **A viable plan exists** — there has to be somewhere to surface (see below). - -This is the entire reason tunnels live in Contraband and not in a prisoner-only escape mod: - -> It works for prisoners **and ward patients** alike. Prisoner Realism's escapes are for "mood -> prisoners" mid-break bashing a door, and a committed ward patient is never that pawn. A patient with -> a filed-down pick and the disposition to use it can still, slowly, dig out — and nothing else in the -> ecosystem lets them. - -## Planning the dig: aim for the wilderness - -The target is **not** the cell wall. *"You do not go through the wall, you go under it."* The pawn -aims for the **nearest wilderness** — the first standable spot, scanning outward up to **60 tiles**, -that opens onto the map edge and is not the room they are held in. - -Two consequences fall straight out of that: - -- **Depth is your defence, and a single wall is not.** A tunnel from a deep bunker is a long dig; a - tunnel from a shack against the map edge is a short one. Wrapping one more wall around a cell does - almost nothing — the dig already ignores intervening walls entirely. -- **A fully enclosed, map-locked base with no reachable edge has nowhere to surface.** The plan fails, - no progress is made, and the tunnel **stalls** — progress is kept, not lost. Seal the map and the - shaft simply waits. - -### How long - -Dig time scales with how deep the cell sits — about **6 cells of depth per day**, clamped between 3 -and 15 days, and jittered ±25% each poll: - -| | Days | -|---|---| -| Minimum (shallow cell near the edge) | **3** | -| Maximum (deep bunker) | **15** | -| Per day of digging | ~6 cells of depth | - -The floor of 3 days keeps even the shortest tunnel a *real threat window* you have time to catch; the -ceiling of 15 keeps the deepest from being effectively forever. - -## The tell: spoil - -A dig has to go somewhere, and the dirt is where you notice it. Each dig tick, about half the time, -the pawn drops one tile of dirt filth where they are digging: - -> A dirt floor swallows it; a paved cell shows it — exactly where a player might notice. - -It is cheap and occasional on purpose: enough that a paved cell slowly accumulates a suspicious mess, -not so much that it spams filth or litters a clean cell every tick. If you floor your cells, spoil is a -genuine visual cue that someone is digging. - -## Finding a tunnel in a search - -A tunnel is *"a second, far less hideable secret."* The pick hides at concealability 0.5, but the -**shaft** gives itself away in proportion to how far along it is. When a warden search reaches the -cell, an extra find chance is added on top of the tool's normal find chance — scaling up to **+0.40** -at a nearly-finished tunnel. - -So a routine cell toss that finds a shiv can also catch a dig in progress — *"the same guard patrol -that finds a shiv finds the hole"* — and the deeper the shaft, the harder it is to miss. A foiled dig -counts against the prisoner the same as one that ran: on discovery, their escape-attempt tally ticks -up, which raises this pawn's future search priority sharply (a known tunneller is the prisoner a warden -checks first — see [Warden Search](Warden-Search.md)). The full find math is on the -[Warden Search](Warden-Search.md) page. - -## Breakout - -When the dig finishes: - -1. **Re-plan the exit** so it is correct even if the base changed during the weeks of digging. -2. **Breach the outer wall or fence** the tunnel comes up beside — the *outermost* impassable wall or - fence between the cell and the surfacing point. It is destroyed, leaving a visible hole the colony - must repair, and proof of how they got out. An open perimeter needs no breach. -3. **Record the attempt** — it happened whether or not they get clear of the map. -4. **Surface beyond the perimeter.** They dug all the way out, so they emerge *outside*, not in the - yard, with a little spoil dirt to mark where they came up. -5. **Hand off to vanilla.** Now that they are loose and outside, the base game's prison-break flow — - and anything layered on it, e.g. **Prisoner Realism** — takes it from there. A pawn already outside - who no longer qualifies as an in-prison escapee simply flees on their own; the breach and the - emergence are the real outcome regardless. - -The player gets one message: *"{pawn} has tunnelled out under the perimeter and escaped."* The tunnel -and the pick are spent together. - -## How to defend against it - -| Defence | Effect | -|---|---| -| **Floor the cells** | spoil dirt becomes visible; you can *see* a dig | -| **Search known offenders** | a logged escape attempt is the heaviest single term in search priority | -| **Deny the pick's raw material** | no workable furniture, no pick — same starve as the shiv | -| **Depth** | a deeper cell is a longer dig and a wider window to catch it | -| **Seal the map** | no reachable edge means the tunnel stalls indefinitely | - -Note what does **not** help much: adding perimeter walls. The dig goes under them and only breaches the -*last* one on the way out. - -## Quick reference - -| Constant | Value | Meaning | -|---|---|---| -| Dig base chance | 0.08 | before nature × nurture; fixed per pawn | -| Wilderness search radius | 60 tiles | how far out it looks for a surfacing point | -| Cells per day | 6 | dig speed vs. cell depth | -| Min / max dig time | 3 / 15 days | clamps on depth ÷ 6 | -| Spoil chance per dig tick | 50% | one tile of dirt filth | -| Extra find chance | up to +0.40 | scales with how far along the dig is | -| Pick concealability | 0.5 | in cell only | -| On discovery / breakout | escape attempt logged | counted either way | - ---- - -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and -Ward. Each stands alone; together they interlock.* diff --git a/contraband/Warden-Search.md b/contraband/Warden-Search.md deleted file mode 100644 index cc54943..0000000 --- a/contraband/Warden-Search.md +++ /dev/null @@ -1,181 +0,0 @@ -# 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.* diff --git a/core/Home.md b/core/Home.md deleted file mode 100644 index f83b12e..0000000 --- a/core/Home.md +++ /dev/null @@ -1,88 +0,0 @@ -# Institution: Core — Wiki - -*The shared foundation of the **Institution** suite: a set of RimWorld 1.6 mods about what an -institution does to the people inside it, and the crime, policing, and justice that put them there.* - -Core is the engine every other Institution mod runs on. **On its own it changes nothing you can -see** — no items, no jobs, no new menus. It sits completely quiet until another Institution mod is -installed on top of it. You install Core only because something else asks for it. - -This wiki explains what that hidden engine actually does once a mod above it puts it to work — down to -the exact numbers, because knowing how the numbers move is half the fun of running a prison. - ---- - -## The one idea - -> **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (circumstance, -> mood, treatment) — and the colony can police it.** - -That single sentence is the whole suite. Colonists, prisoners, and slaves drift toward crime on a -continuous spectrum; a policing and justice layer discovers, catches, punishes, reforms, or paroles -them. Core is where the *spectrum* itself lives — before anyone is caught, before there is a record to -read, before there is a warden to search them. - -## Why a shared engine - -The propensity idea didn't start out abstract. It grew up twice, in two different mods: one deciding -which drunk, miserable pawn starts a mess, and one deciding which prisoner whittles a shiv the moment a -door opens. Both were asking the same real question — *would **this** pawn do it?* — and each answered -it its own way, which meant they could disagree about who was dangerous. - -Core exists so they stop disagreeing. When the contraband system, the justice system, and the gang -system all read one disposition engine, they agree about who is dangerous instead of each judging it -separately and drifting apart. The pawn who is "the scary one" is the scary one to every part of the -suite at once. That coherence — not any single number — is the point of a shared foundation. - -Core carries exactly the three things every Institution mod needs and none should own alone, and -nothing else: - -| Pillar | Answers | Page | -|---|---|---| -| **Propensity** | *Would this pawn do it?* (nature × nurture) | [Propensity](Propensity.md) | -| **Criminal record** | *What has this pawn actually done?* (one history per pawn) | [Criminal Record](Criminal-Record.md) | -| **Secured context** | *What kind of hold is this pawn under, and who may search them?* | [Secured Context](Secured-Context.md) | - -The distinction between the first two is the spine of the whole design: **propensity is suspicion, a -record is fact.** Propensity says "this pawn *seems* dangerous"; a record says "this pawn *has* -escaped twice and shanked a guard." Keeping them separate is what lets the colony act on evidence -instead of on vibes. - -## The pages of this wiki - -- **[Propensity](Propensity.md)** — nature × nurture in full: the trait-weight table, the nurture - multiplier ladder, the disposition formula with worked examples, and why each pawn's roll is fixed - rather than re-rolled. -- **[Criminal Record](Criminal-Record.md)** — everything a record remembers, who fills in each part, - how it persists across saves, and why *reform* is the pivot of the whole suite. -- **[Secured Context](Secured-Context.md)** — the Free / Prisoner / Slave kinds, what counts as - "held" versus what counts as "able to hide something," and why the suite keys off this instead of - "is a prisoner." -- **[Treatment Engine](Treatment-Engine.md)** — the shared rehabilitation maths: mark a condition - treatable, reduce it a little each session by skill and facility quality, and build a recovery track - toward discharge. Ward's psychiatric care and Justice's reform run on this one engine. -- **[Modder API](Modder-API.md)** — the "for modders" page: the tools any mod can call to build on - Core. Players can skip it. - -## The suite - -Each mod stands alone as an install; together they form one system. Core sits underneath everything -else. - -| Mod | What it adds | Needs | -|---|---|---| -| **Institution: Core** (this) | the propensity / record / context engine | base game only | -| **Institution: Contraband** | concealment, improvised shivs, tunnels, warden search, warden corruption | Core | -| **Institution: Justice** | classification, deterrence, discipline, parole, regime, and **policing** (colony crime → weighed arrest) | Core, Harmony | -| **Institution: Gangs** | gangs as contraband economies: joining, smuggling, rivalry, fights-as-crime | Core, Contraband, Justice | -| **Institution: Ward** | psychiatric care — a prisoner treated, not punished, on Core's treatment engine | Core, Harmony | -| **Foul Play** | the vessel + substance + throw framework, home of the "Piss Nuke" | standalone; bridges to Core + Contraband | - -## Requirements & load order - -- **RimWorld 1.6.** Core needs only the base game — no Harmony, no DLC, no other mod. -- Load Core **before** any other Institution mod in your mod list. - ---- - -*Part of the **Institution** suite.* diff --git a/corrections/Classification.md b/corrections/Classification.md deleted file mode 100644 index ca637ee..0000000 --- a/corrections/Classification.md +++ /dev/null @@ -1,115 +0,0 @@ -# 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 record every -part of the suite 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](Parole.md) gates on grade). - -> The isolation *toll* of a max/solitary placement is Prisoner Realism's (good) sim. Corrections only -> decides the placement. - ---- - -## The tiers - -Every held pawn falls into one of four security grades, low to high — the tiers you already build, -named: - -| Grade | Risk score | Reading | -|---|---|---| -| **Minimum** | below 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 and up | The headline cases. Escapes plus crimes plus a dark nature. Never let them near a wall. | - -Note the ceiling at **Medium**: [Parole](Parole.md) 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 number from 0 to about 3: baseline disposition, plus everything on the record, minus reform -earned. Each thing a prisoner has done adds a fixed amount: - -| What it counts | Adds to risk | Why this weight | -|---|---|---| -| **Nature** (0 to 1) | nature × 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. | -| **Each escape attempt** | +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. | -| **Each crime committed** | +0.20 | The staple. Steady, cumulative. | -| **Each time caught** | +0.15 | Caught contraband is worse than merely suspected. | -| **Each contraband item made** | +0.10 | The lightest term — making a shiv is common; escaping with one is not. | -| **Reform earned** | up to −0.4 | The only thing that *lowers* the grade. At most −0.4, since reform caps at 1.0. | - -The total is never allowed below zero. - -Two facts fall out of the numbers, and both matter for how you play: - -- **Searching a prisoner does not raise their risk.** Only *finding* something does — a search that - turns up nothing costs the prisoner no grade. Search freely. -- **Reform can shift at most 0.4 of risk.** At full reform (1.0), the downgrade is −0.4. So a pawn - whose record *without reform* already totals 1.2 or more can never fall to Medium (below 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, has a nature of 0.20. He has three crimes, one escape attempt, was caught -twice, made two shivs, and has not been reformed. Add it up: - -| Source | Contribution | -|---|---| -| nature 0.20 × 0.5 | 0.100 | -| 1 escape × 0.35 | 0.350 (the headline) | -| 3 crimes × 0.20 | 0.600 | -| caught twice × 0.15 | 0.300 | -| 2 shivs × 0.10 | 0.200 | -| no reform | 0.000 | -| **total** | **1.550** → Supermax | - -Now treat him. Say patient handling and good conduct lift his reform to 0.40. That subtracts -0.40 × 0.4 = 0.16, dropping his risk to **1.39 → Maximum.** He falls 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 whose gentle nature floors her nature term at 0. She has one -crime, was caught once, no escapes, no contraband, no reform yet. Her risk is -(1 × 0.20) + (1 × 0.15) = **0.35 → Medium**, exactly on the line. - -Give Cass the standard treatment up to reform 0.30. That subtracts 0.30 × 0.4 = 0.12, dropping her to -**0.23 → Minimum.** Cass is now Minimum, and — being Medium-or-below with reform at least 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](Discipline-and-Reform.md) - for how to move it, and [Parole](Parole.md) for where the grade gate lands. - ---- - -*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.* diff --git a/corrections/Discipline-and-Reform.md b/corrections/Discipline-and-Reform.md deleted file mode 100644 index 1ab8d4c..0000000 --- a/corrections/Discipline-and-Reform.md +++ /dev/null @@ -1,111 +0,0 @@ -# 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.* diff --git a/corrections/Home.md b/corrections/Home.md deleted file mode 100644 index 4e01666..0000000 --- a/corrections/Home.md +++ /dev/null @@ -1,49 +0,0 @@ -# Institution: Corrections - -*The prison layer — what the colony **does** with a pawn once they are in custody — of the -**Institution** suite of RimWorld 1.6 mods.* - -Vanilla RimWorld's prisoners are interchangeable mood-boxes; a "maximum security" wing is a decoration -the sim never acknowledges, and a warden's work never changes who a pawn becomes. **Corrections turns -the prison into a regime you run** — it grades every held pawn from what they have actually done, -tracks a *reform* score that decides whether a sentence hardens or heals a prisoner, gates release on -it, and gives prisoners the recreation need vanilla flatly denies them. - ---- - -## The pages - -| Page | What it covers | -|---|---| -| **[Classification](Classification.md)** | Grades held pawns Minimum..Supermax from a risk score over their record; wall-mounted security markers grade a whole wing; misplacement alerts. | -| **[Discipline & Reform](Discipline-and-Reform.md)** | Punishment moves the reform score — harden ("prisonized") vs. rehabilitate. The seat of institutionalization and recidivism. | -| **[Rehabilitation](Rehabilitation.md)** | The warden work that drives the arc: counselling sessions move reform and colony order, a parole alert and release, neglect that hardens. | -| **[Parole](Parole.md)** | Release a reformed, low-grade prisoner as a free colonist; with Ideology, your execution stance sets the bar. | -| **[Regime](Regime.md)** | Prisoner recreation (Yard/Lockup schedule via Prison Labor's timetable), visitation, cell-safety. | - ---- - -## One shared record - -Corrections keeps no crime history of its own. Every held pawn carries a single record that -**Institution: Core** maintains — the same record Contraband, Policing, and the gang systems all read -and write. Discipline and Parole write the *reform* and *pardon* onto it; classification grades and the -release gate read back over every counter its siblings feed in. Reform and rehabilitation run on Core's -shared treatment system, the same one Ward's psychiatric care uses — so a prisoner's whole arc, from -first crime to parole, is one continuous history rather than a pile of separate flags. - ---- - -## Requirements & load order - -- **RimWorld 1.6** -- **Institution: Core** — required (the disposition, record, and treatment systems) -- **Institution: Policing** — required (the shared climate of order: discipline and rehab nudge it, the - inspect pane reads it) -- **Harmony** — required (Regime's prisoner-recreation feature) -- Load **after** Core, Policing, and Harmony. - ---- - -*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs -· Ward. Split out of the former Institution: Justice.* diff --git a/corrections/Parole.md b/corrections/Parole.md deleted file mode 100644 index 8a0610a..0000000 --- a/corrections/Parole.md +++ /dev/null @@ -1,115 +0,0 @@ -# Parole - -*Release, driven by what the pawn has become.* - -> This page is the release **decision**. The warden work that acts on it — the "Ready for parole" alert -> and the release that frees a parolee back into the colony — is [Rehabilitation](Rehabilitation.md). - -Parole is the end of the arc, and it is deliberately a *decision*, not a mechanic that rebuilds the -game's release flow. It asks one question — **is this pawn ready?** — and answers it from two things -already on the record: the reform the sentence earned (or failed to earn), and the grade the record -warrants. - -> The *return* outcome — a grateful ally, a vengeful raider — is Prisoner Realism's Recidivism, a good -> sim Corrections does not rebuild. Corrections' mirror is the parolee who **stays** and may reoffend, -> carrying their record into the colony. - ---- - -## The gate - -A prisoner can be paroled only when **all three** of these hold: - -| Condition | Threshold | Why | -|---|---|---| -| Not already pardoned | never released before | Release is one-way; you can't re-parole. | -| Genuinely reformed | reform 0.30 or higher | Proof the sentence *healed* rather than hardened. Three corrective acts minimum. | -| Low enough grade | grade Medium or below (risk under 0.8) | Reform of attitude is not enough — the *record* must have cooled to something you'd let out. | - -A pawn with **no record at all** is releasable trivially (there is nothing to hold them). Everyone else -has to earn all three. - -The grade gate and the reform gate interact in a way worth internalizing. Because reform subtracts at -most 0.4 from risk ([Classification](Classification.md)), a pawn whose reform-*less* risk is 1.2 or more -can never reach Medium — so **no amount of reform will ever parole a prolific offender.** Parole is for -pawns whose record stayed shallow enough that treatment can pull them back under the ceiling. Let a pawn -rack up escapes and catches and you have quietly converted them into a lifer, whatever their attitude. - ---- - -## Release - -Releasing a parolee marks a **pardon** on their record. Vanilla does the actual freeing; the pardon is -Corrections' memory that this pawn was let out after genuine reform, so reintegration can grant a clean -slate and the pawn won't be offered for parole twice. A modest faction-goodwill / relationship nudge for -a well-handled release is the immediate payoff. - ---- - -## The whole arc - -The pawn moves through every stage in turn, and each one writes the record the next one reads: - -| Stage | Where it lives | What moves | What's recorded | -|---|---|---|---| -| 1. Crime | [Deterrence](Deterrence.md) | Climate −0.08; the colony runs hot | a crime, and when it happened | -| 2. Caught & held | [Classification](Classification.md) | A grade is assigned from the record | reads every counter | -| 3. Discipline | [Discipline](Discipline-and-Reform.md) | Reform moves ±; climate +0.12 | reform | -| 4. Reform | [Discipline](Discipline-and-Reform.md) → Core | Disposition cools as reform rises | reform (read by disposition) | -| 5. Regrade | [Classification](Classification.md) | Reform subtracts risk; grade falls | reads reform | -| 6. **Parole** | this page | Gate opens at reform 0.30 **and** grade Medium or below | reads reform and pardon; sets pardon | - -It is a loop, not a line: the crime that opens stage 1 also cools the colony's climate, which the *next* -pawn's disposition reads — so one pawn's whole sentence is faintly present in every other pawn's odds. - ---- - -## Worked example — a sentence that ends in release - -**Cass**, a Kind pickpocket whose gentle nature floors her nature term at 0. She arrives with one crime, -caught once, no escapes, no contraband, no reform yet. Her risk is (1 × 0.20) + (1 × 0.15) = **0.35 → -Medium.** She is already Medium-or-below, so the *grade* gate is met — but her reform is 0, so she is not -yet releasable. - -You give her the corrective hand three times (structure, rewarded conduct) and fix her cell so she -isn't stewing. Reform rises to 0.30, which subtracts 0.30 × 0.4 = 0.12 from her risk, dropping her to -**0.23 → Minimum.** Now all three gates are met — reform at least 0.30, Minimum is below Medium, and -she's never been pardoned — so **Cass is paroleable.** Pardon her and she walks. - -Contrast **Bram** from the Classification page, whose reform-less risk of 1.55 keeps him at Maximum even -at full reform — the grade gate never opens for him, so he can never be paroled. Two prisoners, the same -treatment, and the record decides which one you can ever let go. - ---- - -## A note on record cleanup - -A pawn with a completely empty record — no crimes, no escapes, no contraband, no catches, no reform, no -pardon — is forgotten on save/load (Core prunes blank and dead-pawn records). A *pardoned* pawn is -therefore **not** empty, and their record persists: the pardon is remembered. This is why a released -parolee who stays and reoffends still carries their history — Corrections does not forget that they were -once let out. - ---- - -## Ideology-flavoured thresholds - -Precepts layer on top of this baseline, not under it: an execution-favouring ideoligion paroles rarely, -a lenient one readily. The gate above is the baseline those precepts modulate — the floor beneath the -flavour, so the decision is coherent whether or not Ideology is installed. - ---- - -## How to play with parole - -- **Parole is earned, not granted.** You cannot release your way out of a deep record. Decide early - whether a pawn is a keep-or-release case and treat (gently) the ones you mean to free. -- **Reform 0.30 is three gentle acts, minimum.** Nothing faster reaches it. Start early. -- **Keep the record shallow if you want the option.** Every escape (+0.35) and catch (+0.15) you let - accumulate pushes a pawn toward the unparoleable side of the 1.2 line. -- **A parolee who stays is a Corrections case, not a farewell.** They carry their record; if conditions - sour, their disposition (still reading their history) can put them back on it. - ---- - -*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.* diff --git a/corrections/Regime.md b/corrections/Regime.md deleted file mode 100644 index ffacd3d..0000000 --- a/corrections/Regime.md +++ /dev/null @@ -1,89 +0,0 @@ -# Regime - -*The daily life of the held — and the one lever vanilla withholds.* - -Most of what a prison regime needs, vanilla already gives you. The schedule is the Restrict tab. The -mood-driven disposition already flows through the colony's underlying systems — a neglected prisoner -runs hotter with no new machinery. So Regime does not rebuild any of that. It adds the single thing -vanilla flatly refuses to model: **recreation.** - ---- - -## What vanilla does, and what Regime flips - -Vanilla denies prisoners the **Joy** (recreation) need outright — the need is flagged colonists-only, so -it simply never appears on a prisoner. A caged pawn has no recreation bar, cannot take joy from -anything, and never suffers for its absence. - -Regime flips exactly that one bit on — the same approach the good, popular **Prisoner Recreation** mod -takes. It grants the recreation need to **humanlike prisoners of your colony** and nothing else: animals, -guests, slaves and colonists are untouched, only the recreation need is affected, and it only ever -*adds* the need where vanilla withheld it — it never removes a need another mod granted. - -That is the entire mechanism. Enabling recreation is trivial — once the need exists, vanilla does all -the rest (joy sources, the recreation bar, the mood effects of a full or empty one). The *value* is not -the plumbing; it is what an empty bar now costs. - ---- - -## Why a need you can neglect is the point - -Giving prisoners recreation is not a mercy toggle — it is a **lever with two ends**, and the down end is -the one that matters to the suite. Once a prisoner *has* the Joy need, they can be **starved** of it, and -vanilla's own machinery then does the work: no recreation lowers Joy, which lowers mood, and a low mood -raises the pawn's disposition — their odds on every "would they?" roll. - -Every one of those steps already exists. Regime only opens the first door; mood is wired to disposition -in Core, so a prisoner who gets no yard time stews, their mood sinks, and their disposition climbs. -From [Deterrence](Deterrence.md) and [Discipline & Reform](Discipline-and-Reform.md) you already know -disposition is the multiplier the whole system keys off; Regime is what lets *neglect* feed it. - -Concretely, a prisoner's mood pushes their disposition into these brackets: - -| Prisoner condition | Disposition contribution | -|---|---| -| Mood below 0.20 (recreation-starved, at the floor of despair) | ×2.5 | -| Mood below 0.35 (badly kept) | ×1.6 | -| Held **and** mood below 0.40 (a badly run cell) | an additional ×1.4 | - -A prisoner you give no recreation is a prisoner you are pushing up those brackets. Regime turns "I -didn't bother building a rec room" from a non-event into a disposition cost you pay on every roll. - ---- - -## Works alongside Prisoner Recreation - -If you also run the **Prisoner Recreation** mod, nothing breaks. Both mods do the same thing — grant the -recreation need to prisoners — and because Regime only acts when the need isn't already granted, -whichever runs first grants it and the other sees it already done. Running both is harmless. Running -either alone is sufficient. There is no double-need, no conflict, no load-order sensitivity between them. - -Regime prints a short startup message so you can confirm it loaded and prisoner recreation is enabled. - ---- - -## Content on top - -Yard time, safety needs, and visitation are *content* on this foundation, not new machinery. Each of -them is just another thing that moves a prisoner's mood — and mood is already wired to disposition — so -they build on the same spine that this one recreation change put in place. When they land, they make a -well-run regime feel richer without adding new systems underneath. - ---- - -## How to play with Regime - -- **Build the rec room.** A prisoner with recreation settles; the mood brackets above stay off, and - their disposition sits near baseline. A cheap horseshoe pin or chess table earns its keep in crimes - that don't happen. -- **Neglect is a choice with a number.** Leaving prisoners with nothing to do isn't neutral — it drives - mood into the ×1.6 and ×2.5 disposition brackets, and a hotter prisoner reoffends, which cools your - colony's climate of order, which heats *everyone*. The rec room is deterrence you build once. -- **Recreation and reform stack.** Regime cools disposition *live* (through mood); reform cools it - *permanently* (through [Discipline & Reform](Discipline-and-Reform.md)). A reformed prisoner in a - well-run wing is calm on both axes — which is exactly the pawn you can eventually [parole](Parole.md). -- **You don't need Prisoner Recreation too** — but if you have it, keep it. They coexist. - ---- - -*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.* diff --git a/corrections/Rehabilitation.md b/corrections/Rehabilitation.md deleted file mode 100644 index 1438cee..0000000 --- a/corrections/Rehabilitation.md +++ /dev/null @@ -1,151 +0,0 @@ -# Rehabilitation - -*The warden work that drives discipline, reform, and parole.* - -Classification, discipline, deterrence, and parole set the rules — a grade over the record, a reform -score punishment moves, an order climate, a release decision. Rehabilitation is what a warden actually -*does* day to day to move a prisoner through them. Without it, reform sits still, classification never -re-grades, and parole never fires; with it, the whole post-arrest arc comes alive. - -It gives corrections the same shape Ward gives psychiatric care — a **prisoner interaction mode**, -**warden work**, an **alert**, and an **inspect readout** — so a warden reforms a prisoner over time and -paroles them when they have turned a corner. - ---- - -## The two modes - -Both are non-exclusive prisoner interaction modes (the same kind Prison Labor and Ward use), so they -stack with each other and with recruit / reduce-resistance. - -| Mode | What a warden does | Result | -|---|---|---| -| **Rehabilitate** | Runs counselling sessions on the prisoner | Reform rises, the reform bar fills, colony order rises | -| **Parole when reformed** | Releases the prisoner **once they are eligible** | A paroled colonist, back in the colony | - -Set **Rehabilitate** alone to run the programme and parole by hand when the alert fires; set **both** -for a hands-off "reform, then release" pipeline. A prisoner flagged for parole who is *not yet* eligible -is simply not acted on — the warden waits. - ---- - -## A rehabilitation session - -A warden walks to the prisoner and counsels them for about 20 in-game minutes, with Social as the -active skill. On completion (never on interruption — you only earn credit for a finished session), one -session does three things: - -1. **Corrective discipline** — a gentle disciplinary act: reform **+0.10**, and it raises the colony's - **order** by **+0.12**. This is the deterrence-up half that punishment alone never triggered — - visible corrective justice deters everyone else. -2. **The reform bar** — the visible progress bar fills, by **0.34 × cell quality × skill** per session, - and it **decays −0.08/day**, so rehabilitation has to be *sustained*. -3. **A memory** — the prisoner feels counselled (a small mood lift). - -| Input | Range | Depends on | -|---|---|---| -| skill factor | 0.5 … 1.0 | the warden's Social level | -| cell quality | 0.5 … 1.5 | the cell's impressiveness | -| reform per session | +0.10 | fixed | -| order per session | +0.12 | fixed | - -Reform reaches the parole bar (0.30) in roughly **three completed sessions** — faster than a bad cell or -a poor counsellor fills the visible bar. So the "Ready for parole" alert keys off the real gate, not the -bar you see filling. - ---- - -## Neglect — the teeth - -A prisoner you flag for rehabilitation and then never attend **hardens**, exactly as a ward you don't -staff does. Once more than **two days** pass since the last real session, reform falls **−0.15/day** and -they resent it (a mood hit). This hardening lowers reform *directly*, not as an act of visible justice — -neglect is passive prisonization, so unlike a session it does **not** raise the colony's order. - -Attend the prisoner and the clock resets; flag them and walk away and they slide back toward the record -that put them in. "A reform programme you don't staff is worse than none." - ---- - -## Parole — the release that stays - -When a rehabilitated prisoner clears the parole gate — reform 0.30 or higher, security grade Medium or -below, not already pardoned — the **Ready for parole** alert names them. A warden set to Parole then -processes the release: - -- marks the **pardon** on the record; -- clears the prisoner hold so a former prisoner becomes a **free colonist again** — a parolee who - *stays* in the colony carrying their record, not vanilla's release that ejects them from the map; -- a grateful memory, and a small **+0.03** to order (a lawful release is visible justice too). - -The parolee keeps their record, so if they reoffend the [policing](Policing.md) loop catches them again -— recidivism, closing back onto the start. - ---- - -## Discipline — the other lever - -Rehabilitation is the carrot; **discipline** is the stick, and its opposite. Set a prisoner to -**Discipline** and a warden puts them in **solitary**: harsh discipline *hardens* them — reform falls — -yet raises the colony's order (visible harsh justice deters the rest), and it stings: a mood hit and an -on-edge *in solitary* status. It fires at most once per term (the status blocks re-discipline for about -two days), so it holds order without cratering reform in a single day. The tension is the point: lean on -discipline to keep order and you make the punished harder to reform. - -## Classification enforcement - -Classification always computed a **security grade** (Minimum..Supermax); now it is actionable: - -- **The grade shows** on every prisoner's inspect pane — the game tells you who is dangerous instead of - leaving you to guess. -- **Wing-routing.** A wall-mounted **security marker** grades the cell block it stands in - (Minimum..Supermax, set with a gizmo). One marker covers a *whole block* — a prisoner takes the grade - of the nearest marker in range, so you tag a corridor once rather than cluttering every cell. A - **"Dangerous prisoner unsecured" alert** then flags any prisoner held in a wing too weak for their - grade, and the inspect pane shows their wing and a **MISPLACED** warning — move them to a stronger - wing. An ungraded wing falls back to flagging an unsegregated Maximum/Supermax pawn. -- **Cell safety:** a prisoner caged with a dangerous one suffers a mood penalty. Segregate your - dangerous prisoners, or their cellmates pay for it — the grade made to matter on the *housing* side, - not only at parole. - -## Regime — yard, lockup, and visitors - -Beyond punishment and reform, the held have a **daily life**: - -- **Yard / Lockup schedule.** Two timetable blocks set a held pawn's day: **Yard** allows recreation - (with the prisoner recreation need Regime enables, they head out to a rec area), **Lockup** confines - them to the cell and stews their mood. The timetable itself is **Prison Labor's** — Corrections reads - it when PL is present and does nothing without it, so PL stays compatible. -- **Visitors.** A prisoner or ward patient with family or a bond gets **visitors** — a friendly party - walks in under the game's own visitor AI and congregates by their cell, and the break from isolation - lifts their mood. Thematically strongest for a ward patient whose family comes to see them. - ---- - -## Seeing it - -Every colony prisoner's inspect pane now carries the corrections readout: - -> *Security grade: Maximum* · *In solitary* · *Rehabilitation: reforming (40%) — neglected (3d)* · -> *reformed — ready for parole* - -The **grade** shows for every held pawn; *in solitary* while a discipline term runs; the -**rehabilitation** line for a pawn set to reform. And because the colony's **order climate** otherwise -has no readout at all, the same pane surfaces it when it is far enough from ordinary to matter — -*Colony order: low (28%) — crime pays here* / *high (71%) — order holds*. - ---- - -## What this closes - -With rehabilitation in play, the whole post-arrest arc runs: **discipline** moves reform, -**classification** re-grades as reform rises, **deterrence** climbs on visible justice (not just falls -on crime), **parole** releases the reformed, and Core's **treatment** carries the reform bar the same -way it carries Ward's recovery. The loop closes back onto disposition — catching, reforming, and -releasing one pawn moves the climate every other pawn is judged against. - -The whole corrections layer can be toggled off in the mod's settings, like the rest of the suite. - ---- - -*Part of the **Institution** suite.* diff --git a/gangs/Affiliations-and-Segregation.md b/gangs/Affiliations-and-Segregation.md deleted file mode 100644 index eee2882..0000000 --- a/gangs/Affiliations-and-Segregation.md +++ /dev/null @@ -1,91 +0,0 @@ -# Affiliations and segregation - -*Gangs grow out of who pawns **already are** — and the counter-play is to keep the wrong pawns apart.* - -A gang in this mod is never invented from nowhere. It crystallises along the bonds a colony already -contains: shared faction, shared faith, or real friendship. This page covers the formation rule — which -bonds count and why the *same room* requirement matters — and then the segregation counter-play that -turns those same bonds against the network. - -## The formation rule - -On each 5000-tick pass, the game walks everyone currently over the join bar (Nature × Nurture ≥ 0.9) -and tries to pair each unaffiliated pawn with a mate. A pawn pairs up with someone who is, at that -moment, **in the same room** *and* someone they **already share a bond with**. - -Two conditions, both required: they must be **in the same room** at the moment of the check, **and** -they must **share an affiliation**. A disposed pawn does not fall in with a stranger across the map; it -falls in with someone it is standing next to *and* already connected to. - -Pairing binds them together: if either already runs with a gang, the other joins that gang; otherwise a -fresh gang is founded. So gangs accrete — a new member pairing with an existing member is absorbed -into the existing crew rather than starting a rival one. - -### What counts as an affiliation - -| Bond | Condition | Notes | -|---|---|---| -| **Same faction** | both belong to the same (non-empty) faction | your colonists share one; captured raiders share theirs | -| **Same ideoligion** | both follow the same ideoligion, only if the Ideology DLC is active | needs Ideology enabled | -| **Friendship** | an opinion of at least **+20** of each other | a real positive relationship, not mere acquaintance | - -The design intent: - -> Gangs grow out of who pawns ALREADY are, not out of nowhere — so a prisoner's gang on the outside is -> their old faction/friends, and rival factions run as rival gangs. - -This is why the system feels coherent rather than arbitrary. A crew is a faction bloc, a congregation, -or a friend group — social lines the colony *already has*. Gangs mesh with them instead of stamping -random groupings over the top. - -## Rival factions become rival gangs - -Follow the rule to its conclusion. Two captured raiders from **different** hostile factions each share -an affiliation with *their own* side but not with each other. Housed in the same wing, each pairs up -along its own faction line — and now you have **two gangs**. As the -[Rivalry and Fights](Rivalry-and-Fights.md) page explains, members of two different gangs are -automatically **rivals**, and rival-gang violence between them is booked as a crime. - -So the affiliation rule and the rivalry rule are two ends of one idea: **who bands together** and **who -is opposed** both derive from pre-existing loyalties. Mix hostile factions or clashing ideoligions in -one room and you have not made one big gang — you have made two rival ones and lit the fuse between -them. This is a housing decision with mechanical teeth. - -## Segregation: the counter-play - -Here is where the formation rule and the network rule meet, and where the rest of the suite earns its -keep. A gang can only *do* anything — resupply itself — if its members can **reach** each other. -Passing contraband requires two things: the pawns must be in the same gang, **and** two pawns both on -the map must have a walkable path between them. Break the path and you break the network. - -The design calls this out as the intended answer to the whole mod: - -> The counter-play is the rest of the suite: Classification SEGREGATES rivals into different wings, and -> a network whose members cannot REACH each other is starved. - -**Classification** lives in **Institution: Justice**. It grades pawns by risk and lets you sort them -into separate, walled wings. Two gangmates graded into different wings, with no walkable route between -them, fail the reach test on every network pass. The gang still *exists* — they are still the same crew, -still rivals of the other crew — but it can no longer pass a shiv from a holder to a have-not. **A -network that cannot reach itself is a network that cannot supply itself.** - -This is the elegant part of the design: the very bonds that formed the gang tell you *who to keep -apart*, and the reach requirement makes keeping them apart actually starve the supply chain. You do not -disband a gang; you **cut it off from itself** until nothing can move along it. - -## How to play it - -- **Read affiliations before you house pawns.** Same-faction and same-ideoligion prisoners will band - together; hostile factions in one wing will form *rival* gangs and fight. Sort deliberately. -- **Segregate by Classification, not by hope.** Putting rivals in "different areas" is not enough — - resupply only needs a *walkable path* between two gangmates. A shared corridor is a supply line. Use - genuinely separate, walled wings. -- **Starve, don't chase.** You will rarely delete a gang outright. The durable win is to keep its - members unable to reach one another so the network dries up, while keeping mood and deterrence high so - few pawns cross the join bar in the first place (see [Joining](Joining.md)). -- **Watch the outside valve.** Segregation starves *internal* resupply; a bent warden can still inject - new contraband from outside (see [Networks and Smuggling](Networks-and-Smuggling.md)). Partition the - wing *and* clean up your wardens for a network that genuinely goes dark. - ---- -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.* diff --git a/gangs/Home.md b/gangs/Home.md deleted file mode 100644 index 8ac3867..0000000 --- a/gangs/Home.md +++ /dev/null @@ -1,88 +0,0 @@ -# Institution: Gangs - -*Gangs as **contraband economies** — not mood. The social capstone of the **Institution** suite of -RimWorld 1.6 mods.* - ---- - -## What Gangs is - -Gangs turns the loose, disposed pawns in your colony — colonists, prisoners, slaves — into a -**network** that moves contraband. When disposition and circumstance line up, pawns who already share -a bond band together, and a member who holds a stash quietly resupplies a member who has none. A -search that turns up nothing on one prisoner has therefore *not* cleaned out the wing: the wing is a -supply chain, and you only searched one link. - -That is the entire point, and it is a deliberately narrow one. Gangs does not do mood. It does not do -a "gang leader buff." It does the one thing nothing else in the ecosystem does — it makes contraband -**flow between pawns**, and then hands you the tools to cut the flow. - -## The gap it fills (and the one it doesn't) - -If you run **Prisoner Realism**, its *Ringleader* system already models a dominant prisoner spreading -unrest and mood contagion through a wing. That system is good, and Gangs does not touch it. Ringleader -owns *influence and mood*. - -Gangs owns the thing Ringleader has no equivalent for: **the network as a supply chain.** Contraband -physically changes hands along social lines. A stash on one pawn is a stash available to the whole -gang. The two systems are complementary — run both. Ringleader tells you *who stirs the pot*; Gangs -tells you *how the shivs get around*. - -## Why it needs the whole suite - -Gangs is the module built **last**, because it needs every other Institution mod already in place. It -is not a standalone feature; it is the suite working together, and it is honest about that in its -dependencies: - -| It asks... | ...and the answer comes from | -|---|---| -| *Who is disposed enough to join?* | **Institution: Core** — the propensity engine that scores each pawn's Nature and Nurture | -| *What do they move?* | **Institution: Contraband** — concealment, stashes, search, and the bent-warden supply route | -| *Where does a fight get booked, and how are rivals kept apart?* | **Institution: Justice** — the crime/deterrence loop, and Classification's segregation | - -Remove any one of those and Gangs has nothing to stand on. It is the place where Core's spectrum, -Contraband's stashes, and Justice's policing all cash out at once. - -## A healthy colony grows few gangs — or none - -This is the thesis, and it is enforced in the numbers, not just the flavour. Membership is gated at a -Nature × Nurture score of **0.9 or higher** — a high bar on purpose. A disposed pawn who is -**well-kept and well-policed** does not band up: their nurture multiplier stays low, and deterrence -pulls it lower still. It takes a foul streak (nature) *and* a badly-run situation (nurture) at the -same time. - -So a gang problem is a **symptom**. It is the game telling you that a wing is mistreated, under-policed, -or both. The fix is never "fight the gang system" — it is to run a better prison. Feed them, give them -recreation, keep deterrence high, segregate rivals, and the networks starve on their own. - -> A gang is a symptom of a badly-run colony, not furniture. - -## The pages - -- **[Joining](Joining.md)** — why the join bar (Nature × Nurture ≥ 0.9) is high, why good treatment and - deterrence keep pawns *out*, and how membership is re-checked for every kind of pawn. -- **[Networks and Smuggling](Networks-and-Smuggling.md)** — how a holder resupplies a needy gangmate, - the *same-gang-and-can-reach* rule, why this defeats a single search, and how a bent warden refills a - starved network from outside. -- **[Rivalry and Fights](Rivalry-and-Fights.md)** — how a gang fight is booked as a crime through - Justice, why inside-the-wire and out-on-the-street are the same offence, and how it feeds deterrence. -- **[Affiliations and Segregation](Affiliations-and-Segregation.md)** — shared faction, faith, or - friendship plus *same room* as the formation rule, why rival factions become rival gangs, and how - Classification's segregation is the counter-play that starves a network which cannot reach itself. - -## The suite - -Part of the **Institution** suite of RimWorld 1.6 mods: - -- **Institution: Core** — the propensity engine (Nature × Nurture), criminal records, secured context. -- **Institution: Contraband** — concealment, improvised shivs, tunnels, warden search and corruption. -- **Institution: Justice** — Classification, Deterrence, Discipline, Parole, Regime. -- **Institution: Gangs** — this mod: joining, networks/smuggling, rivalry/fights. - -Sibling projects: **Foul Play** (the vessel/substance framework and the "Piss Nuke") and **Ward** (a -ward/treatment prison mode). - -Each mod stands alone as an install; together they form one system. - ---- -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.* diff --git a/gangs/Joining.md b/gangs/Joining.md deleted file mode 100644 index a70b16e..0000000 --- a/gangs/Joining.md +++ /dev/null @@ -1,113 +0,0 @@ -# Joining a gang - -*How Gangs decides who runs with a crew — and why a well-run colony keeps almost everyone out.* - -Membership is not random, and it is not a mood event. A pawn joins a gang only when their **disposition -and their circumstances line up at once** — the same Nature × Nurture propensity that drives every -other behaviour in the Institution suite. This page covers the exact test, why the bar is set where it -is, and how you keep pawns on the right side of it. - -## The rule - -A pawn joins when their **Nature multiplied by their Nurture reaches 0.9 or higher**. Only humanlike -pawns are ever eligible — animals and mechs never join. - -Beyond that it is one line of arithmetic: multiply the pawn's **Nature** by their **Nurture** and -compare to **0.9**. There is no dice roll here. The same pawn in the same situation always gives the -same answer — join, or don't. (That makes membership different from one-off acts like a piss spree, -which *do* roll the dice each time. Gang membership is a standing condition, so it uses the raw product -with no randomness.) - -### The two halves - -Both terms come from **Institution: Core** — see Core's own documentation for the full tables — but you -need the shape of them to understand the bar: - -- **Nature** (`0` to `1`) is *who the pawn is*: a base of `0.05`, plus trait weights, floored at `0` - and capped at `1`. Psychopath `+0.45`, Bloodlust `+0.35`, Kleptomaniac `+0.40`, Greedy `+0.25`, - Abrasive `+0.15`; and it goes **down** for Kind `−0.30` or Ascetic `−0.15`. This is fixed at pawn - creation and barely moves. -- **Nurture** (a multiplier, roughly `0.4` at the floor, `1.0` at baseline) is *the situation you put - them in*: a floored mood multiplies it up hard (roughly `×2.5` under 0.20 mood, `×1.6` under 0.35), - being held while miserable adds more (`×1.4`), a hardened record (negative reform) raises it, and — - critically — **deterrence pulls it down** (toward about `0.7` in a high-deterrence colony; a neutral, - baseline order sits at `1.0`). This is the half you control. - -## Why the bar is high - -`0.9` is a deliberately steep threshold. In the design's own words: - -> A high bar, on purpose: gangs are a symptom of a badly-run colony, not furniture. A healthy Rimworld -> — content pawns, an orderly colony — grows few gangs, if any. - -Because the two terms are **multiplied**, both have to be substantial for the product to clear `0.9`. -A nasty pawn in a happy, policed colony has a low nurture and stays out. A saintly pawn in a hellhole -has a near-zero nature and stays out. You only get a gang when a genuinely disposed pawn is *also* -neglected or unpoliced — foul streak **and** bad situation, together. - -That is the design speaking through the arithmetic: a gang is never bad luck. It is feedback. - -## Worked examples - -All numbers below use Core's documented factors; the intermediate nurture figures are rounded to show -the shape of the decision. - -| Pawn | Nature | Situation → Nurture | Product | Joins? | -|---|---|---|---|---| -| **Kind colonist**, ordinary life | `0.05 − 0.30`, floored at `0.00` | content, `≈ 1.0` | `0.00` | **No** — nature floors it | -| **Greedy prisoner**, content, policed | `0.30` | fed & high deterrence, `≈ 0.7` | `≈ 0.21` | **No** | -| **Greedy prisoner**, starved & neglected | `0.30` | mood floored + held, `≈ 3.5` | `≈ 1.05` | **Yes** | -| ...same pawn, but you raise deterrence | `0.30` | `× ≈ 0.7` → `≈ 2.45` | `≈ 0.74` | **No** — deterrence tipped them out | -| **Psychopath + Bloodlust**, mood floored | `≈ 0.85` | mood floored + held, `≈ 3.5` | `≈ 2.9` | **Yes** — nothing short of reform pulls this back | - -The middle rows are the whole game of it. The **same greedy prisoner** joins or abstains purely on how -you run the wing. The Kind colonist and the near-maxed psychopath are the fixed poles: one essentially -cannot join, the other essentially always will if you neglect them. Everyone in between is a policy -choice. - -## It works for every pawn, everywhere - -There is no "prisoners only" special case: any pawn — colonist, prisoner, slave — can run with a crew, -wherever they are. - -Membership pays no attention to a pawn's secured status. A disposed **free colonist** can run with a -crew on the outside; a **prisoner** can run with theirs on the inside; a **slave** likewise. This is -what lets a gang span the wall — an outside member and an inside member of the same crew (see -[Networks and Smuggling](Networks-and-Smuggling.md)). Being held raises nurture (misery), but it is not -a requirement. - -## The cadence: every 5000 ticks - -Gang membership is re-evaluated on a fixed interval — every **5000 ticks**, which is about **2 in-game -hours** (a RimWorld day is 60,000 ticks), or roughly **80 seconds** of real time at normal (1×) speed. -On each pass, the game: - -1. Gathers everyone on the map who currently meets the Nature × Nurture ≥ 0.9 join bar. -2. Pairs up unaffiliated members who **share a room and a bond** into gangs (see - [Affiliations and Segregation](Affiliations-and-Segregation.md)). -3. Runs one round of network resupply inside each gang (see - [Networks and Smuggling](Networks-and-Smuggling.md)). - -Because the join bar is re-checked from scratch every pass, membership is *live*: a pawn whose situation -improves until the product drops back under `0.9` simply stops being eligible to form new bonds. The -bar is not a one-time gate at recruitment — it is a standing condition the colony is continuously graded -against. - -## How to keep pawns out - -You do not fight the gang system. You lower nurture, which lowers the product, which drops pawns below -`0.9`: - -- **Feed them and give them recreation.** Mood is the biggest nurture multiplier by far. A wing above - 0.35 mood loses the `×2.5`/`×1.6` spikes entirely. -- **Keep deterrence high** (Institution: Justice). Deterrence scales nurture down toward `0.7`; a - well-policed colony is *arithmetically* less gang-prone. This is the row in the table above where the - same greedy prisoner flips from *joins* to *abstains*. -- **Reform, don't just punish.** A hardened record (negative reform) *raises* nurture; discipline that - actually reforms (positive reform) lowers it. Harsh punishment that prisonizes a pawn makes the - gang problem worse, not better. -- **Accept the two poles.** A near-maxed psychopath will run with someone the moment you slip; a Kind - pawn essentially never will. Spend your attention on the middle. - ---- -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.* diff --git a/gangs/Networks-and-Smuggling.md b/gangs/Networks-and-Smuggling.md deleted file mode 100644 index 497f97e..0000000 --- a/gangs/Networks-and-Smuggling.md +++ /dev/null @@ -1,105 +0,0 @@ -# Networks and smuggling - -*The one thing nothing else models: contraband that flows **between** pawns. A gang is a supply chain.* - -This is the core of the mod. Everything else — who joins, who fights, who is kept apart — exists to -serve or to break the network described here. A gang is not a mood aura; it is a **supply chain**, and -contraband flows along it. - -## The move - -The heart of it is a single transfer: a gangmate who is holding a stash passes one piece of it to a -gangmate who has none. Here is everything that has to be true for a piece to move: - -- both pawns are in the **same gang**; -- if both are on the map, the supplier has a **walkable path** to the customer (touch range, willing to - cross deadly danger to get there); -- there is contraband in play on the map at all; -- the supplier is actually holding at least one concealed item. - -When all of that holds, the supplier's first concealed item leaves their hands and arrives — still -hidden — on the customer. - -A few things worth reading carefully: - -- **One item per move.** It moves the first concealed item on the supplier, and exactly that. It is a - redistribution, not a duplication: the item leaves the supplier and arrives concealed on the customer. - The gang's total stash is unchanged; only *who holds it* changes. -- **Same gang, always.** Both pawns must belong to the same gang. There is no smuggling to a stranger — - the network only moves along membership. -- **The reach requirement only applies to pawns both on the map.** Two pawns physically present must - have a walkable path between them. If a member is off the active map, the reach check is skipped — - which is what allows a gang to reach across the wall to a member who is not on the map right now. - -## Why this defeats a single search - -Consider a wing of four gangmates and one shiv. You search Prisoner A and find nothing — clean. You -tick a box: *cell searched, no contraband.* But the shiv was on Prisoner C the whole time, and on the -next 5000-tick network pass it will move to whoever is out. Search C tomorrow and it may already be on -A again. - -Put plainly: - -> A gangmate holding a stash supplies one who has none, so a search that turns up nothing on one -> prisoner has not cleaned out the wing. - -A single search is a snapshot of one pawn in a network that reshuffles itself. This is the whole reason -contraband-as-a-network is worth modelling: **the unit of contraband is the wing, not the pawn.** To -clean it out you have to either search faster than it moves, or — far better — break the network. - -## The automatic resupply pass - -You never trigger a transfer by hand; the game runs it automatically on the 5000-tick pass. After -forming gangs for the pass, it runs one resupply round **per gang**: it finds the first member who *is* -hiding contraband and the first member who is *not*, and if both exist, moves one item from the holder -to the empty-handed member. - -So on each interval, every gang that has both a haves-member and a have-not-member performs **one** -transfer, moving a single item from a holder to someone empty-handed. Over several passes the effect is -that a gang tends to keep its members supplied and to spread a stash out — which is exactly what makes -a scattershot search miss it. (Only members who currently meet the join bar take part in this automatic -pass.) - -## The cross-wall move - -Because neither the join bar nor gang membership cares about a pawn's secured status, a gang can have a -**free** member and a **held** member. If the free member is holding the stash, the network resupplies -*into* the prison — the outside man passes to the inside man. A free colonist and a prisoner can be in -one gang with the stash on the free member; the transfer succeeds, and afterwards the prisoner is hiding -contraband and the colonist is not. Your prison's contraband problem is not sealed inside your prison. - -## Resupply from outside: the bent warden - -The transfer only *redistributes* what a gang already has. So what happens when you finally search the -whole wing on the same day and strip every member clean — there is nothing left to pass around? The -gang is starved. It stays starved until contraband **re-enters** from outside. - -That external source is not part of Gangs; it is **Institution: Contraband's** corruption route. A -warden's honesty varies by personality (a Greedy warden has a price), and a bent warden can *smuggle -contraband in to a prisoner*, planting a concealed item directly. That single planted item is then all -the network needs: one holder, and the next 5000-tick pass spreads it back out across everyone who can -reach. - -So the two halves of the supply picture are: - -| Mechanism | Owner | What it does | -|---|---|---| -| Passing contraband between gangmates | **Gangs** | moves existing contraband *between* gangmates who can reach each other | -| Warden smuggling | **Contraband** | injects *new* contraband from outside via a corruptible warden | - -Cut both and a gang genuinely dries up. Cut only the redistribution and a bent warden re-seeds it; cut -only the warden and any stash you missed keeps circulating. - -## How to break a network - -- **Search the whole wing at once**, not one pawn at a time. A partial sweep is a snapshot the network - routes around. -- **Segregate rivals into different, unreachable wings** (Classification, in Institution: Justice). The - reach requirement is the lever — a network whose members cannot walk to each other cannot pass - anything. This is the primary counter-play; see - [Affiliations and Segregation](Affiliations-and-Segregation.md). -- **Clean up your wardens.** If searches never seem to finish the job, you may have a Greedy warden - re-seeding the wing. Corruption is the resupply valve; personality is the fix. - ---- -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.* diff --git a/gangs/Rivalry-and-Fights.md b/gangs/Rivalry-and-Fights.md deleted file mode 100644 index 5b8dae3..0000000 --- a/gangs/Rivalry-and-Fights.md +++ /dev/null @@ -1,98 +0,0 @@ -# Rivalry and fights - -*Two gangs, one grudge. A gang fight is a **crime** — booked, attributed, and fed back into the colony's -climate of order.* - -Gangs do not just supply themselves; they collide. Where the network is about who shares, rivalry is -about who is opposed — and, crucially, about turning gang violence into something the rest of the -suite can *see* and *police*. - -## Who is a rival - -The rule is exactly as blunt as it sounds: **two pawns in two different gangs are rivals.** Both must -actually be in a gang, and it must be a *different* gang for each. As the design puts it: - -> Two pawns of DIFFERENT gangs are rivals — inside the wire or out on the street. - -Note what is *not* required. There is no separate "hostility" flag, no rival-declaration event, no -threshold to cross. The moment two crews exist, their members are rivals of one another. Rivalry is a -structural fact about who is in which gang, not a mood or a relationship value. - -Two consequences fall straight out of that: - -- **Non-members are nobody's rival.** A pawn in no gang — everyone in a healthy colony — is never a - rival to anyone, because rivalry needs *both* pawns to be in a gang. No gangs, no rivalry. -- **Same gang, never rivals.** Members of one crew are in the *same* gang, so they are not rivals. - Within a gang there is no rivalry to book; there is the network (see - [Networks and Smuggling](Networks-and-Smuggling.md)). - -Where do two *different* gangs come from in the first place? From the affiliations pawns already have — -rival factions and rival ideoligions form into separate crews. That is the subject of -[Affiliations and Segregation](Affiliations-and-Segregation.md); the short version is that gangs mesh -with the colony's existing social fault lines, so **rival factions run as rival gangs.** - -## A fight is a crime - -The payoff of tracking rivalry is what happens when rivals fight. When a rival-gang attack happens, it -is not treated as generic brawling — it is booked as a crime through the same Justice pipeline as any -other offence. - -Only rival-gang violence counts: the two pawns must be in different gangs for anything to be recorded. -A scuffle between gangmates, or between two non-members, is not a *gang* fight and is not booked. When -it *is* rival-gang violence, the whole event is recorded as a crime against the **attacker**, and that -does three things at once (they live in Institution: Justice, but this is what Gangs is leaning on): - -| Effect of booking a gang fight | Where it lands | -|---|---| -| the attacker's crime count goes up | their criminal record (Core) | -| the time of the crime is stamped to now | their criminal record (Core) | -| the colony's **deterrence** nudges **down** (a crime happened; order slipped) | Justice's deterrence system | - -## Inside the wire and out on the street are the same offence - -This is the design point the mod is emphatic about: - -> A gang fight is a CRIME — it goes on the attacker's record and moves the colony's climate through -> the same Justice loop as any other, so it can be investigated, attributed and policed. Rival-gang -> violence inside a prison and out on the street are the same offence. - -There is no separate rule for a prison-yard shanking versus a colonists' brawl in the dining room. A -fight is booked purely on whether the two pawns are rivals. A free colonist who is a gang member -attacking a rival is booked identically to a prisoner doing the same in a cell block. The gang system -does not care which side of the wall the violence is on — only that it was between rivals. - -This is what makes gang violence *legible* to the rest of the suite. A fight is not a one-off flavour -event that scrolls past in the log; it is a record entry with an attributed perpetrator and a timestamp, -which means it can be investigated, blamed on a specific pawn, and answered. - -## How it feeds deterrence — and back into joining - -Here is the loop that closes the whole suite: - -1. A rival-gang fight is booked as a crime against the attacker. -2. That nudges the colony's **deterrence down**. Order has visibly slipped. -3. Lower deterrence *raises* the nurture multiplier for **every** disposed pawn on the map (less - deterrence means a bigger multiplier). -4. Higher nurture pushes more pawns over the Nature × Nurture ≥ 0.9 join bar (see - [Joining](Joining.md)). -5. More members → more rivals → more fights available to be booked. - -Left unanswered, gang violence is self-reinforcing: each booked fight makes the next one likelier. The -brake is the other half of Justice — **punishment raises deterrence back up**, which lowers nurture, -which drops borderline pawns back under the bar. The seesaw works both ways: punishing a pawn raises the -deterrence level, and a fresh crime lowers it again. - -## How to play it - -- **Respond to booked fights.** A gang fight is real feedback that deterrence has slipped. Punishing the - attributed attacker is not just retribution — it is the mechanical lever that pulls deterrence back - up and cools the whole map's propensity. -- **Don't manufacture two gangs where there was one.** Rivalry needs two different crews. Housing pawns - of hostile factions or clashing ideoligions together is what creates the second gang and the fights - between them — see the next page. -- **Read the record, not the moment.** Because every fight is attributed to a perpetrator, a thick - record of gang violence points you at *who* to segregate, discipline, or parole — the same tools the - rest of the suite already gives you. - ---- -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.* diff --git a/policing/Deterrence.md b/policing/Deterrence.md deleted file mode 100644 index 2fbda87..0000000 --- a/policing/Deterrence.md +++ /dev/null @@ -1,130 +0,0 @@ -# Deterrence — the feedback loop - -*The connection that turns the pipeline into a cycle.* - -This is the part that makes policing **govern** rather than merely clean up. Everything else in Justice -reacts to one pawn: this reacts to the *whole colony*, and it feeds **back** into every pawn's -disposition. Crime that goes unanswered emboldens everyone a little; visible justice deters everyone a -little. The reason to punish is not just this prisoner — it is the message it sends the rest, and here -that message is a number they all read. - ---- - -## The climate of order - -Every colony carries one order value: - -| | | -|---|---| -| **Range** | 0.0 (lawless) … 1.0 (iron) | -| **Baseline** | 0.5 — an ordinary colony | -| **Below baseline** | crime pays; dispositions run **hot** | -| **Above baseline** | order holds; dispositions run **cool** | - -It is nudged by two events and, left alone, forgets. - -### The nudges - -| Event | Nudge | -|---|---| -| A crime, unanswered | **−0.08** | -| Visible justice done (a punishment) | **+0.12** | - -Both stay clamped to the 0–1 range. Note the asymmetry: **punishment (+0.12) outweighs crime (−0.08) -by 1.5×.** A colony that answers every offence does not merely break even — it ratchets *above* -baseline into "order holds" territory. This is the deterrence dividend, and it is deliberate: justice -seen to be done buys more order than the crime cost. - -The same crime that moves the climate also marks the culprit's record — the offence that shifts the -colony's mood is the one classification and parole will remember later. A punishment moves only the -climate; the reform side of a punishment — how the offender themselves changes — is -[Discipline](Discipline-and-Reform.md)'s job. - -### The drift - -Memory fades. With nothing happening, the climate creeps back toward ordinary at about **0.0015 every -in-game while (roughly one nudge every 2500 ticks)** — which works out to: - -**drift per in-game day ≈ 0.036** - -So a single unanswered crime (−0.08) takes roughly `0.08 / 0.036 ≈ 2.2 days` to heal on its own — or -one punishment (+0.12) to over-answer instantly. An iron colony you stop maintaining slides back to -baseline over about two weeks; it does not stay stern for free. - ---- - -## The feedback — how it reaches every pawn - -This is the loop. The climate is read back into every colonist's upbringing as a multiplier on their -propensity: - -| Order level | Factor | Effect on every pawn's disposition | -|---|---|---| -| 0.00 (lawless) | **1.300** | +30% hotter — crime pays, everyone feels it | -| 0.30 | 1.120 | +12% | -| **0.50 (baseline)** | **1.000** | **neutral — a default colony sits exactly here** | -| 0.70 | 0.880 | −12% | -| 0.90 | 0.760 | −24% | -| 1.00 (iron) | **0.700** | −30% cooler — order holds, everyone calms | - -Two things to notice: - -- **Baseline is the neutral point, by design.** A default colony sits at 0.5, which is a factor of - exactly 1.0 — ordinary order neither inflames nor calms. That symmetry is deliberate. If baseline - ran hot, ordinary order would nudge propensity up, breed a little more crime, drop order, and feed a - slow runaway. Neutral-at-baseline means only a colony that lets order *slide below* ordinary earns - the hot multiplier, and only one that pushes *above* it earns the calm. -- **The swing is 0.7× to 1.3×, symmetric around 1.0** — a ±30% spread applied to *everyone's* - disposition at once. This is the multiplier that makes catching one pawn matter to the disposition of - the rest. - -### When it applies - -This bending of behaviour only happens while **Policing is installed**. Core on its own reads a flat, -neutral 1.0 — colonists are indifferent to order — and only Policing wires the climate into their -disposition. A colonist who is off the map (in a caravan, in transit) has no local climate to read, so -they fall back to neutral too. - ---- - -## Worked example — a day at the institution - -The colony starts at baseline 0.5 (factor 1.05). Over one day: - -| Step | Event | Order level | Factor | -|---|---|---|---| -| start | — | 0.50 | 1.050 | -| 1 | Prisoner A shanks a guard (crime, unanswered) | 0.42 | 1.106 | -| 2 | Prisoner B foments trouble (crime, unanswered) | 0.34 | 1.162 | -| 3 | Warden punishes A | 0.46 | 1.078 | -| 4 | Warden punishes B | 0.58 | 0.994 | -| overnight | nothing happens, drift ≈ −0.036 toward 0.5 | 0.544 | 1.019 | - -Two crimes cost −0.16; two punishments returned +0.24. The colony ends the day at 0.58 — **above** -where it started — because punishment out-answers crime. Every pawn's disposition dipped hotter as the -crimes landed (1.05 → 1.16) and then cooled below neutral once order was reasserted (0.994). By morning -the drift has begun erasing the gain, and if nothing keeps the pressure on, the colony sinks back to its -slightly-hot baseline over the next couple of weeks. - -That arc — hot when crime pays, cool when justice is seen, forgetful when neither happens — is the -whole reason discipline is not inert. You are not punishing a pawn; you are setting the temperature of -the room. - ---- - -## How to play with deterrence - -- **Answer crime, visibly and promptly.** Each punishment is worth 1.5 crimes of order. A colony that - reliably punishes climbs *above* baseline and cools everyone; a colony that lets offences slide - sinks below and heats everyone — a spiral, because hotter pawns commit more crime. -- **Don't coast on a past crackdown.** The climate drifts back to baseline at 0.036/day. Order is a - maintenance cost, not a one-time purchase. -- **Push past baseline if you want calm.** Neutral disposition needs an order level of about 0.571; - ordinary (0.5) still runs 5% hot. A steady rhythm of caught-and-punished offences is what holds you - there. -- **A lawless spell is self-feeding.** At an order level of 0.3 every pawn is 1.19× more disposed; more - crime follows, driving the level lower still. Break the cycle with punishments, not patience. - ---- - -*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.* diff --git a/policing/Home.md b/policing/Home.md deleted file mode 100644 index a30138a..0000000 --- a/policing/Home.md +++ /dev/null @@ -1,53 +0,0 @@ -# Institution: Policing - -*The enforcement and order layer — the pre-arrest half of the law — of the **Institution** suite of -RimWorld 1.6 mods.* - -Vanilla RimWorld keeps a rap sheet no one reads, and your own colonists never break the law. Policing -gives the colony a **climate of law and order**: colonists offend on a spectrum of criminal -propensity, the law catches them, and catching one changes how the rest behave. - -> **Catching and punishing one pawn changes the disposition of the rest.** - -That is the difference between enforcement that *cleans up* and enforcement that **governs** — the -reason to punish an offender is the message it sends everyone else quietly deciding whether crime pays. - ---- - -## The pages - -| Page | What it covers | -|---|---| -| **[Policing](Policing.md)** | Colony crime on the propensity spectrum, witnesses and the constable's investigation, the weighed arrest and resisting it, prison riots, and the recidivism alert. | -| **[Deterrence](Deterrence.md)** | The colony's climate of order (0 lawless … 1 iron), moved by crime and punishment, drifting back to baseline, and fed back into every colonist's disposition. | - -The climate of order only steers your colonists while Policing is installed. Core on its own keeps the -records but leaves behaviour untouched; add Policing and the feedback loop comes alive — visible -justice starts calming the colony, unanswered crime starts emboldening it. - ---- - -## The one shared record - -Policing keeps no crime record of its own. It reads and writes the single criminal record that -**Institution: Core** holds for every colonist — the same rap sheet Contraband, Corrections, and the -gang systems read. A crime here adds to that record; Corrections grades and reforms over the same -history. - ---- - -## Requirements & load order - -- **RimWorld 1.6** -- **Institution: Core** — required (the propensity and record system) -- **Harmony** — required -- Load **after** Core and Harmony. - -The prison half — classification, discipline, reform, parole, regime — lives in **Institution: -Corrections**, which depends on this layer for the shared climate of order. A future **Judiciary** layer -— a court that tries and sentences — is planned; for now an arrest sends the culprit straight to a cell. - ---- - -*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs -· Ward. Split out of the former Institution: Justice.* diff --git a/policing/Policing.md b/policing/Policing.md deleted file mode 100644 index a52c004..0000000 --- a/policing/Policing.md +++ /dev/null @@ -1,114 +0,0 @@ -# Policing — the pre-arrest half - -*The other half of the loop. Where the rest of Justice deals with people the colony has already -caught, **policing** is what happens before the cell door: your own colonists commit crimes on the -propensity spectrum, the colony investigates, and — sometimes — arrests.* - -It is a big behavioural change (your colonists become potential criminals), so it has **its own -toggle** in the mod settings, on by default. Turn it off to run the rest of Justice — classification, -deterrence, discipline, parole, regime — without colony crime. - ---- - -## The loop - -**crime → witnessed / investigated → weighed arrest (resist?) → prison → … → parole → recidivism** - -Every stage draws on the same shared systems — each colonist's propensity, the one shared criminal -record, the climate of order — so policing is not a bolt-on: the record it writes is the record -classification grades on and discipline reforms. - -## Crime — and why small colonies stay honest - -Every ~40 seconds, each free colonist gets a hidden roll to offend. The base chance is low (about -6% per roll) and it is multiplied hard by nature × nurture — almost nobody with an ordinary -disposition ever does anything. But it is *also* multiplied by **crime cover**: - -| Free colonists | Crime cover | -|---|---| -| ≤ 3 | 0.15 | -| ~8 | ~0.6 | -| ≥ 13 | 1.0 | - -In a tight 2–3 pawn colony everyone knows everyone and retribution is certain even without a jail, so -crime is **rare**; a larger, more anonymous colony offers cover. This is a deliberate inversion of the -naive "no enforcement → more crime": a small colony is kept honest by its own closeness, not by a -constable. - -A crime is one of **theft**, **vandalism**, or **assault** — leaning on who the culprit is (a -kleptomaniac steals, a bloodlusty pawn assaults, a pyromaniac vandalizes). - -## Consequences — the stakes - -A crime leaves a mark the colony can *see*: - -- **Theft** lifts a small stack of the colony's goods and the thief **pockets it**. RimWorld has no - per-person property (stockpiles are communal), so theft is theft from the common store — but the - culprit now physically carries what they took, a natural evidence trail a search can pick up. -- **Vandalism** damages a nearby colony building. -- **Assault** gives a nearby colonist a light, down-safe knock — and the culprit chooses their mark - **wisely**: someone they resent (motive), who is weak (little retribution), and unwatched (few - witnesses). -- **Relationships fray.** An assault victim thinks much worse of their attacker immediately (they saw - who did it); and when investigation *names* a culprit, the whole colony's opinion of them drops. -- The colony is **notified** a crime happened — culprit unknown. - -## Witnesses and investigation - -A crime is not equally solvable. Colonists who were near enough to **see** it are witnesses, and each -is a partial lead — a witnessed crime starts up to 80% of the way to solved before anyone lifts a -finger; an unseen one is a **cold case** worked from nothing. - -Investigation then builds evidence toward a full, named solve two ways: - -- **Ambient** progress, scaled by how many colonists the colony can spare — a background trickle from - everyone keeping an eye out, faster when the colony has people to spare. -- **The policing work type.** Assign a colonist to *policing* and they walk to open **crime scenes** - and work them, adding a chunk of evidence scaled by their Intellectual + Social skill. A sharp - constable cracks cases fast; a colony that spares no one lets them go cold. - -## The weighed arrest - -A solved case does **not** mean an automatic arrest. Fellow-colonist cops will not gut the colony to -jail someone over a petty crime — the arrest is a cost/benefit call, and it goes ahead only when both -are true: the colony can **afford a prison**, and the crime is **serious enough** to clear a bar that -rises with how valuable the culprit is. - -- **Severity** — the crime's kind (theft 1 · vandalism 1.5 · assault 2.5), escalated by the culprit's - record (a rap sheet and prior escapes compound). -- **Value** — 0..1 from the culprit's best skills. The bar sits at about 1.5 for an expendable pawn - and climbs by three times the culprit's value — so a star colonist raises it to about 4.5. -- **Capacity** — **below ~5 colonists, or with no prison bed, the colony arrests no one.** A prisoner - plus a warden would cripple a small colony. Capacity ramps up as the colony grows. - -So a petty crime by your only doctor → they walk. A murder → arrested regardless. And a crime that -paid, unanswered, erodes the climate of order a little more (crime emboldens). - -## Resisting arrest - -The disposed do not go quietly (seeded by nature × nurture): - -- **Comply** → taken in cleanly (they become a prisoner of the colony — imprisonment is direct, and it - survives guest-management mods like Hospitality). -- **Resist** → the violent turn **berserk**, the rest **flee**. A botched arrest becomes a crisis the - colony must handle the hard way, and openly defying arrest emboldens the lawless. -- **Subdued** → a resister the colony beats down is then **imprisoned** — the resist path resolves to a - cell once the colony wins the confrontation. One who flees the map gets away. - -## Prison riots - -When the climate of order **collapses** (deterrence at the floor) in a colony holding prisoners, a -neglected prison boils over into a **riot**: disposed prisoners turn violent together, and the unrest -shatters order further. A well-run colony (high deterrence) never sees one — a riot is the thing a -badly-run institution *earns*. - -## Recidivism, made visible - -The loop closes on itself: a pawn hardened in prison (negative reform) runs a higher propensity and -reoffends. When investigation names a culprit the colony had **paroled**, it says so out loud — the -recidivism loop turning in the open, the payoff for everything classification, discipline, and parole -did upstream. - ---- - -Part of **Institution: Policing**, in the Institution suite. diff --git a/ward/Commitment.md b/ward/Commitment.md deleted file mode 100644 index b6e61e4..0000000 --- a/ward/Commitment.md +++ /dev/null @@ -1,221 +0,0 @@ -# Commitment - -How involuntary psychiatric commitment actually works in play: how a colonist becomes a ward patient, -what the treatment station does, how a room turns into a ward, who does the counselling, what the -treatment buys, and what happens if you commit someone and then forget about them. - ---- - -## The loop in one paragraph - -You **arrest** a colonist (or otherwise take a prisoner) and set their interaction mode to -**psychiatric care**. You build a **treatment station** in their cell, which turns the room into a -**psychiatric ward**. A warden walks over, sits, and **counsels** them; each session builds up their -**treatment**, which **lowers their mental-break threshold** so they break less often. That progress -**fades** over about a week if nobody keeps attending, so it has to be sustained. Counselling also -gives the patient a small mood lift. Neglect a committed patient — leave them with no ongoing -treatment — and once a day they pick up a **neglected** mood penalty that drags them back toward the -break that got them committed. Treat them and they stabilise; forget them and they don't. That -feedback loop is the entire mod. - ---- - -## Step 1 — Becoming a ward patient - -Commitment reuses vanilla's arrest → prisoner transition. You don't get a new pawn state; you take a -prisoner (arrest your own colonist, or a captured raider) and then switch on a new interaction mode. - -### Psychiatric care — the interaction mode - -In the prisoner's interaction dropdown you'll find a new option, **psychiatric care**, sitting between -*Reduce resistance* and *Release*. A few things make it behave the way it does: - -- **It stacks.** Unlike recruit / convert / enslave / release / execute — which are one-at-a-time - choices — psychiatric care is a toggle that layers *on top* of whatever else you've picked, the - same way vanilla's *Bloodfeed* and *Study* toggles do. So a patient can be set to **recruit AND - psychiatric care at once**: you counsel a sad captured colonist toward stability while also chipping - at their resistance. -- **You can flag a downed or sleeping patient.** Setting the mode doesn't require them to be awake — - the warden decides when to actually treat. -- **Not for wild men**, and it works fine **without Ideology's ideoligion system**. - -Because the mode stacks, it also lets Ward coexist cleanly with work-your-prisoners mods like *Prison -Labor* — see **Compatibility**. - ---- - -## Step 2 — The treatment station - -Flagging a patient for care does nothing on its own. Treatment happens *at a station, in the -patient's own room*. Without one, a patient flagged for care in an ordinary cell simply goes -untreated — which is the point of the neglect penalty (Step 6). - -### The treatment station — the building - -> *"A desk, a chair bolted to the floor, and a locked cabinet of sedatives. A warden set to -> psychiatric care will use it to counsel patients held in this room."* - -| What | Value | -|---|---| -| Cost | **40 Steel + 2 medicine** — deliberately cheap | -| Build time | Quick | -| Research needed | **Medicine Production** — the one gate | -| Size | A two-tile desk; pawns squeeze past it, so it doesn't wall off a cell | -| Notes | It burns | - -**It's cheap on purpose.** The real cost of running a ward is not the 40 steel. It's the **warden -hours** you spend counselling and the **labour you give up** by not putting the patient to work. The -building is just the gate that says "this room is set up to treat people." - -And the locked cabinet isn't only flavour: a patient sliding toward a break faster than counselling -can steady them is the moment a **sedative** earns its keep — something to calm a patient who's close -to going over the edge. - ---- - -## Step 3 — The room becomes a ward - -Once a treatment station stands in a room that already holds prisoner beds, the room's role changes -from prison cell to **psychiatric ward**. Vanilla already has Prison Cell, Prison Barracks and -Hospital; the ward is the fourth sibling. Two things are worth knowing: - -- **It's gated on the station.** A room only reads as a ward if it actually contains a treatment - station *and* at least one prisoner bed. Without that, an ordinary prison cell full of beds keeps - its normal Prison Cell role, untouched. Build the station and it's a ward; don't and nothing - changes. -- **It's still a prison cell.** Re-labelling the role does not release anyone. A ward is a prison cell - *and* a ward at the same time, so containment, food delivery, and prison breaks all keep working. - ---- - -## Step 4 — The warden does the work - -Counselling is **warden work**. Assign it the way you assign any warden task, and a warden will walk -over and treat the patient. A few rules govern when a session can start: - -- The warden needs to be able to **talk and hear** — a mute or deaf warden can't counsel. -- The patient must be **awake, not downed, and not mid-break** — you can't counsel someone who's - unconscious or already spiralling. -- There must be a **treatment station in the patient's own room** (not out in the open). You can't - treat someone through a wall from a station two cells over. -- Its priority sits **above chatting** but **below feeding** — an untreated patient deteriorates, a - bored one doesn't — so wardens won't skip meals to run a session. - -### A session - -- **Length:** about **20 in-game minutes**, with a progress bar while it runs. -- It **fails out** if the patient despawns, is forbidden, falls asleep, or breaks partway through. -- On completion it applies the treatment, gives the patient a "counselled" mood memory, runs a - deep-talk conversation (so the relationship builds and the *next* session lands harder), and awards - the warden **60 Social XP**. - -Because psychiatric care is its own separate warden job rather than a rewrite of vanilla's, it doesn't -collide with mods that modify the built-in warden interactions — again, **Compatibility**. - ---- - -## Step 5 — What treatment buys - -Each completed session adds to the patient's treatment, and how much depends on the warden's **Social -skill**: - -| Warden Social skill | Treatment gained per session | -|---|---| -| 0 | 0.20 | -| 5 | 0.275 | -| 10 | 0.35 | -| 15 | 0.425 | -| 20 | 0.50 | - -The floor is deliberate: even an unskilled warden buys **0.20** a session. A bad ward is *neglect*, -not *zero* — a clumsy counsellor is still worth something. Treatment tops out at **1.0**, a full -course. - -**What it does:** while treatment is active it **lowers the patient's mental-break threshold by -0.10** — a lower threshold means they break at a worse mood, i.e. **break less often**. - -**Decay is the mechanic.** Treatment bleeds off at **0.15 per day**, so a full course fades back to -nothing in **about a week** if nobody keeps attending. A patient treated once and then ignored slides -right back. Sustained counselling keeps it topped up and the break threshold suppressed; stopping lets -it fade. Treatment is a *programme*, not a one-time cure. - -> The −0.10 break-threshold figure is a first pass and not yet heavily playtested — expect it to be -> tuned. - ---- - -## Step 6 — The other half: neglect - -A ward you don't staff is not a neutral place to keep someone. It's a *worse* one. Without a cost, -"arrest the sad colonist and park them" would be a free way to remove a problem pawn from play. It -isn't free. - -**Once per in-game day**, Ward checks every prisoner flagged for psychiatric care. Any patient who -isn't currently under treatment — meaning no warden has been near them in days — picks up a -**neglected** mood penalty. (The check keys off active treatment, and since treatment decays on its -own, its absence is the tell that the patient has genuinely been left alone, not merely that nobody -happens to be counselling them this exact minute.) - -### The two moods - -| Mood | Value | Duration | Stacks to | Meaning | -|---|---|---|---|---| -| **Counselled** | **+6** | 2 days | 3 | "Someone sat with me and listened. It helped, a little." | -| **Neglected** | **−8** | 3 days | 4 | "They locked me in here for my own good and then forgot about me." | - -Neglect is **asymmetric** — a −8 penalty stacking four deep (−32) badly outweighs three counselling -lifts (+18). That's intentional: a neglected patient's mood falls, which raises their break risk, -which is exactly the crisis you committed them to avoid. A ward can *manufacture* the break it was -built to prevent. Staff it, or don't build it. - -> **Known rough edge:** neglect keys off "not currently under treatment," so a patient treated once a -> week can technically dodge the penalty on the single day their treatment runs out. It's a documented -> quirk, not yet smoothed. - ---- - -## How it stacks with recruitment (and everything else) - -Because psychiatric care is a non-exclusive toggle, it layers onto whatever else you've set: - -| You want to… | Set | Result | -|---|---|---| -| Just stabilise a broken colonist | Psychiatric care | Wardens counsel; break threshold drops | -| Talk a captured raider down *and* recruit them | Psychiatric care **+** Attempt recruit | Both run — counselling lifts mood while resistance is chipped | -| Convert *and* treat | Psychiatric care **+** convert | Both toggle on | -| Work a patient *and* treat them | Psychiatric care **+** Prison Labor's work mode | Both apply. Working a fragile patient is bleak — and it's your call | - -The last row is the darkest option the mod exposes, and it exposes it on purpose: Ward doesn't forbid -working a patient, it just makes the trade-off visible. - -Because a ward patient is a genuine vanilla prisoner, everything the wider Institution suite does to -prisoners applies to them unchanged — a committed patient can be classified, disciplined, paroled, -searched, and can conceal or improvise contraband. See **Home** for the suite map and **Compatibility** -for how Ward stays out of other mods' way. - ---- - -## Quick reference — the numbers - -| Thing | Number | -|---|---| -| Treatment station cost | 40 steel + 2 medicine; needs Medicine Production research | -| Counselling session | ~20 in-game minutes | -| Treatment per session | 0.20 (unskilled) → 0.50 (Social 20) | -| Treatment cap | 1.0 (a full course) | -| Treatment decay | −0.15/day (~a week from full to nothing) | -| Break-threshold effect | −0.10 while treated (breaks less often) | -| Counselled mood | +6, 2 days, stacks to 3 | -| Neglected mood | −8, 3 days, stacks to 4 | -| Neglect check | once per in-game day | -| Warden reward | 60 Social XP per session | - ---- - -## Part of the Institution suite - -Institution: Ward is one mod in the **Institution** suite of RimWorld 1.6 mods — Ward, plus -**Institution: Core**, **Institution: Contraband**, **Institution: Justice**, **Institution: Gangs**, -and **Foul Play**. Each stands alone; together they interlock. A committed patient rides the same -prisoner rail the rest of the suite polices, so a psychiatric ward is also a secure context where a -patient can conceal and improvise contraband exactly as a prisoner can. diff --git a/ward/Home.md b/ward/Home.md deleted file mode 100644 index 9372097..0000000 --- a/ward/Home.md +++ /dev/null @@ -1,93 +0,0 @@ -# Institution: Ward - -**Involuntary psychiatric commitment for RimWorld 1.6 — the third pawn state, neither free nor guilty.** - -> **The psychiatric-care layer of the [Institution](https://git.onetick.ninja/flan/rimworld-institution) -> suite.** Ward runs on Core's shared treatment engine and ships bundled in the single Institution -> install with a toggle of its own; it still installs standalone (needing only Institution: Core and -> Harmony). Once a separate sister mod, now folded in. - -RimWorld gives a person exactly two places to stand: **colonist**, or **prisoner**. There is no -third state for someone who is neither free nor guilty. Out of the box you cannot commit anyone. A -colonist breaks, wanders off, punches a wall, recovers on their own, and goes back to hauling steel -as though nothing happened. Mental breaks are episodic and amnesiac — nothing persists, nothing is -*done* about them. - -Ward adds the missing state, and the room to put it in. A colonist you arrest can be set to -**psychiatric care**. Wardens counsel them at a **treatment station**. A room with prisoner beds -and a treatment station is a **psychiatric ward**, not a prison cell. Treatment lowers the patient's -mental-break threshold while it lasts — and it fades, so it has to be *sustained*. A ward you don't -staff is worse than no ward at all. - ---- - -## The third state RimWorld doesn't have - -The reason "commit a colonist" isn't a stock button is simple: vanilla only knows two kinds of held -person — a free colonist and a prisoner. There's no built-in slot for someone who is neither free nor -guilty, which is why other mods that keep a not-quite-colonist around (like *Hospitality* and its -guests) have to work so hard to maintain them. - -**Ward takes the cheap road.** A committed pawn *is* a prisoner — arresting your own colonist already -does that. Ward just adds a new **way to handle** that prisoner: a "psychiatric care" mode you toggle -on, sitting alongside vanilla's recruit / convert / release options. Nothing exotic — it's the same -kind of custom prisoner mode other prison mods already add. - -So committing someone is entirely ordinary from the game's point of view: - -- **psychiatric care** — a new prisoner interaction mode you switch on -- **the psychiatric ward** — a new room role a cell earns once it holds a treatment station -- **counselling** — a new warden job, handled like any other warden work -- the **treatment station**, the **recovery**, the **neglect** — new content layered on top - -Because Ward *adds* things rather than rewriting how vanilla prisoners behave, it sits quietly next to -the popular psych and prison mods instead of fighting them. Which mods, and why, is on the -**Compatibility** page. - ---- - -## Riding the prisoner rail (why the suite cares) - -The choice that makes Ward *cheap* also makes it *interesting* inside the wider Institution suite. A -committed patient is a genuine vanilla prisoner. That means they're a **held pawn** in exactly the -sense the rest of the suite understands: someone who can be searched, and who can conceal and -improvise contraband. A patient in a psych ward can hoard a shiv or brew something foul in a smuggled -vessel, because the contraband, search, corruption and gang systems already work on any held -prisoner — and a ward patient is one, for free. - -**And re-labelling a cell as a ward never lets anyone out.** A ward is a prison cell that also happens -to be a ward — the two roles coexist. Containment, food delivery, and prison breaks all keep working -exactly as they did before you built the station. - ---- - -## Wiki index - -| Page | What's on it | -|---|---| -| **Home** (this page) | What Ward is, the third-state problem, the suite | -| **Commitment** | How commitment works in play: the care mode, the station, the ward room, the warden's job, treatment, recovery, neglect, and how it stacks with recruitment — with the real numbers | -| **Compatibility** | Which popular psych and prison mods Ward plays nicely with, and why it doesn't fight them | - ---- - -## Part of the Institution suite - -A set of RimWorld 1.6 mods about what an institution does to the people inside it. Each mod stands -alone as an install; together they interlock into one system — colonists and prisoners drift toward -crime on a spectrum of nature × nurture, and a policing/justice layer discovers, catches, punishes, -reforms, or paroles them. Ward's psychiatric ward is a secure context where a committed patient can -conceal and improvise contraband exactly as a prisoner can, because they ride the same prisoner rail. - -| Mod | What it is | -|---|---| -| **Institution: Ward** (this) | Involuntary psychiatric commitment — the third pawn state, neither free nor guilty. | -| **Institution: Core** | The shared engine — propensity (nature × nurture), the criminal record, secured context. | -| **Institution: Contraband** | The physical smuggling loop — conceal, improvise shivs, dig Prison-Architect tunnels, warden search, warden corruption. | -| **Institution: Justice** | Corrections & policing — classification, deterrence, discipline, parole, regime. | -| **Institution: Gangs** | Gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime. | -| **Foul Play** | The vessel + substance + throw framework, and the "Piss Nuke" flagship; bridges to Core + Contraband when both are present. | - -Reference sibling mods by name — the mods are separate repositories and cross-repo links break. - ---- diff --git a/ward/The-Compat-Harness.md b/ward/The-Compat-Harness.md deleted file mode 100644 index 0ef877f..0000000 --- a/ward/The-Compat-Harness.md +++ /dev/null @@ -1,36 +0,0 @@ -# Compatibility - -Ward is built to sit alongside your existing mod list rather than elbow it aside. The trick is that -Ward mostly **adds** things — a new "psychiatric care" prisoner mode, a new building, a new room role, -new jobs — instead of rewriting how vanilla prisoners already behave. And a committed patient isn't a -new kind of pawn: they're an ordinary vanilla prisoner with an extra "treat me" flag switched on. So -any mod that already works with prisoners keeps working with a ward patient, and Ward stays out of its -way. - -Here's how Ward gets along with the popular psych and prison mods: - -| Mod | How it coexists with Ward | -|---|---| -| **Hospitality** | Hospitality manages *guests*; Ward manages *prisoners*. They ride two completely separate rails and never touch. | -| **Prison Labor** | Psychiatric care is a toggle, so you can put a patient **to work *and* in treatment at the same time**. No conflict, no either/or. | -| **Custom Prisoner Interactions** | That mod tweaks the built-in warden interactions (chat, convert, enslave, release). Ward's counselling is a *separate* job of its own, so the two don't overlap. | -| **Prison Commons** | Ward's warden work automatically respects prison-commons areas — you get that for free, without either mod knowing about the other. | -| **Psychology (unofficial) · Rim Disorders · More Mental Breaks** | These reshape the mental-break and mental-illness machinery. Ward doesn't touch that machinery — it just nudges the break *threshold* the way a mood effect would — so they all stack. | -| **Prisoner Realism** | It changes how the game decides what counts as a prison cell. Ward's ward role sits on top of that without breaking containment — a ward is still a prison cell. | -| **Locks · Restraints · Prisoner Recreation** | All fine. They touch prisoner behaviours Ward leaves alone. | -| **Dubs Bad Hygiene** | No overlap at all. | -| **Royalty · Ideology · Biotech** | Ward works with or without the DLC. Psychiatric care is available even if you don't run Ideology's ideoligions. | - -The general rule: because Ward *adds* rather than *overrides*, it should also coexist with prison and -psych mods that aren't on this list. If you ever find one it genuinely fights, that's a bug worth -reporting — Ward's whole design is built around not doing that. - ---- - -## Part of the Institution suite - -The Institution suite — **Institution: Core**, **Institution: Contraband**, **Institution: Justice**, -**Institution: Gangs**, **Foul Play**, and **Institution: Ward** — is a set of RimWorld 1.6 mods about -what an institution does to the people inside it. Each stands alone; together they interlock. Ward's -psychiatric ward is a secure context where a committed patient can conceal and improvise contraband -exactly as a prisoner can, because they ride the same prisoner rail the rest of the suite polices.