diff --git a/Compatibility.md b/Compatibility.md deleted file mode 100644 index 76ba42f..0000000 --- a/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/Concealment-and-Intake.md b/Concealment-and-Intake.md deleted file mode 100644 index 00600fb..0000000 --- a/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/Corruption.md b/Corruption.md deleted file mode 100644 index 5f48ce9..0000000 --- a/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/Deterrence.md b/Deterrence.md new file mode 100644 index 0000000..2fbda87 --- /dev/null +++ b/Deterrence.md @@ -0,0 +1,130 @@ +# 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/Home.md b/Home.md index 757ea93..a30138a 100644 --- a/Home.md +++ b/Home.md @@ -1,126 +1,53 @@ -# Institution: Contraband +# Institution: Policing -*Prisoners get hold of things they should not have. Wardens turn the cell over looking for them.* +*The enforcement and order layer — the pre-arrest half of the law — of the **Institution** suite of +RimWorld 1.6 mods.* -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. +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. -> **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. +> **Catching and punishing one pawn changes the disposition of the rest.** -## 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 | — | +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. --- -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and -Ward. Each stands alone; together they interlock.* +## 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/Improvised-Weapons.md b/Improvised-Weapons.md deleted file mode 100644 index 6fb1820..0000000 --- a/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/Policing.md b/Policing.md new file mode 100644 index 0000000..a52c004 --- /dev/null +++ b/Policing.md @@ -0,0 +1,114 @@ +# 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/Tunnels.md b/Tunnels.md deleted file mode 100644 index 18c828b..0000000 --- a/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/Warden-Search.md b/Warden-Search.md deleted file mode 100644 index cc54943..0000000 --- a/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.*