Player-facing wiki rewrite
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# Compatibility
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*Contraband adds its own content and reads from the base game rather than rewriting it. That is why it
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composes with other mods instead of colliding with them.*
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## Requires: Institution: Core
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Contraband has a hard dependency on **Institution: Core** and loads after it. This is not optional —
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after the split, everything Contraband reads lives in Core:
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| Core provides | Contraband uses it for |
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|---|---|
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| Which pawns count as "in custody," and who can hide things | who counts as a concealer; who can be intaken, whittle, or dig |
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| 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 |
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| The criminal record | times searched, times caught, escape attempts, contraband made — written by search and acquisition, read by search priority |
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Install Contraband without Core and it will not run. Everything else on this page is optional interplay
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that degrades gracefully when the other mod is absent.
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## It plays nicely with other prison mods
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Contraband adds its own content rather than rewriting the base game's. It:
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- **Adds a new warden job** (search) rather than changing an existing one.
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- **Reuses vanilla warden behaviour** rather than overriding it, so anything that adjusts warden
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behaviour on the base class flows through to searches for free.
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- **Extends two escape-related behaviours at startup** so prisoners arm themselves and use what they
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are hiding when they break — inserted at a specific point, and it logs a warning if that anchor is
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missing rather than failing silently.
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- **Runs on a heartbeat** over held pawns for intake, improvisation, and tunnels — no hook on the
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capture event is needed because the heartbeat already visits every held pawn.
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The net effect: the surfaces other prison mods touch are mostly untouched here, so conflicts are the
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exception, not the rule.
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## Foul Play — the carboy bridge
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**Foul Play** (the "Piss Nuke" mod) stays its own mod with its own front door, and yet its **carboy is
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a first-class contraband item.** This is the flagship demonstration of Contraband's *"items are
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||||||
content, subsystems are shared, mods are audiences"* principle, and it works two ways:
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1. **The carboy brings its own behaviour.** The carboy simply declares itself as contraband and points
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at the throw-the-carboy behaviour that lives in *Foul Play*. Contraband never has to know that
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behaviour exists — it just runs whatever the item brought with it.
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2. **A concealed carboy keeps its contents.** A carboy is not just "a jar" — it is a jar *of* a
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fermented blend, and that blend has to survive being concealed. When a carboy is intaken or
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smuggled, Contraband captures a label for its contents blindly; on redemption it hands the label
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back to Foul Play to restore the blend. **Contraband knows nothing about substances or
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fermentation** — that framework lives entirely in Foul Play. If Foul Play is absent, no content is
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captured and nothing breaks: a jar is just a jar. See
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[Concealment and Intake](Concealment-and-Intake.md).
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The dependency runs one way only: Foul Play bridges *to* Contraband (and to Core) if they are present;
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Contraband takes **no** dependency on Foul Play.
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## Institution: Justice — the record is the shared bus
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Contraband and **Justice** never call each other. They meet on Core's criminal record — Contraband
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writes to it, Justice reads from it:
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| Contraband writes | Justice reads it into |
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|---|---|
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| times searched | Classification (security grade) |
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| times caught | Deterrence (colony-wide signal) |
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| escape attempts | Discipline / Parole (reform) |
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| contraband made | |
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- **Catching contraband feeds classification.** A prisoner repeatedly caught with shivs or foiled
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mid-tunnel racks up catches and escape attempts, which Justice's classification weighs into a higher
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security grade.
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- **And it feeds back.** Justice's deterrence signal flows *back* through Core's propensity, nudging
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every future intake / improvise / dig roll a Contraband pawn makes. A prison that catches and
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disciplines becomes a prison where fewer prisoners bother trying — without either mod referencing the
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other. Run Contraband alone and deterrence is a neutral 1.0; the record still routes the warden.
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## Institution: Gangs — the contraband economy
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**Gangs** depends on Core, **Contraband**, and Justice, because a gang *is* a contraband economy:
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- Gang smuggling moves contraband through the same door intake and corruption use.
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- A gang's outside members are the natural caller for the **reach-in corruption** — paying a bent
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warden to make a delivery. That ability exists in Contraband but has no in-game trigger of its own;
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Gangs is what drives it. See [Corruption](Corruption.md).
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- Gang fights route to Justice's crime record, which then raises search priority here. The loop closes
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through Core again.
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## Prison mods the suite is tested against
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| Mod | Interaction | Verdict |
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|---|---|---|
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| **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 |
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| **Custom Prisoner Interactions** | it only touches the *named* vanilla warden jobs (chat, convert, enslave, release); it cannot see a brand-new job | no conflict |
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| **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 |
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| **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 |
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| **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 |
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## Load order
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1. Base game
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2. **Institution: Core** — required, loads before Contraband
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3. **Institution: Contraband** — this mod
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4. **Foul Play / Justice / Gangs** — any order after Core; each bridges if present
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## The general rule
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If a mod adds prisoner behaviour by **changing vanilla warden jobs or the escape flow by name**, it
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will not see Contraband's additions, and Contraband will not see its — they pass each other harmlessly.
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If a mod adds a *new* warden job or escape behaviour of its own, it stacks. The one place to watch is
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another mod that *also* rewrites the same two escape-related behaviours wholesale; Contraband inserts
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its part at a specific point and logs a warning if that point is missing, so a load-order or conflict
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problem is visible in the log rather than silent.
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---
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
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Ward. Each stands alone; together they interlock.*
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@@ -1,201 +0,0 @@
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# Concealment and Intake
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*How a hidden item exists without existing, how it gets onto a prisoner in the first place, and how
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it becomes real again.*
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This is the spine of the whole mod. Everything else — shivs, tunnels, searches, corruption — is a
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different way to add to, or remove from, the private stash this page describes.
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## While it is concealed, there is no item
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The single most important rule:
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> The prison quietly tracks what each pawn is hiding. **Concealed contraband is not an item on the
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> map. It is a secret.** It is not in the gear tab, there is no icon, and the player is told nothing —
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> because an item you can see in the UI is not contraband, it is inventory, and there would be nothing
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> for a warden to discover and no reason to ever order a search.
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A concealed item is only a hidden fact about a pawn: what it is, how far along it is, what material it
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ended up made of, an optional source it is being whittled from, its tunnel state if it is a pick, and
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whatever it holds inside. It has **no physical object** anywhere in the world until one of two things
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happens:
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| Moment | What happens |
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|---|---|
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| The prisoner **uses** it | It materialises into their inventory as a real item |
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| A warden **finds** it | It is deleted; it never becomes an item at all |
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A corollary the search page leans on hard: **an empty search must still cost time.** If the search
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job only ever appeared when there was genuinely something to find, the mere *offer* of the job would
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be the discovery. You have to be able to toss a clean cell and come up with nothing.
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## Where a thing can hide
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Every piece of contraband can hide in one of two places, and this decides **who can ever find it**:
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| Site | Holds | Found by |
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|---|---|---|
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| **On the body** | small: a shiv, pills, a phone | searching the **pawn** |
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| **In the cell** | bulky: a rifle, a carboy, a crude pick | tossing the **room** |
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A warden turning over a prisoner and their cell reaches both. The reason the two are split at all: a
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**constable** in Justice's policing layer, frisking a colonist named in a street crime, only reaches
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what is on the body, so whatever is under their floorboards stays there until somebody has grounds to
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search the *room*. The split between "who may search" and "what a search reaches" is deliberate — see
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[Warden Search](Warden-Search.md).
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## Three kinds of contraband, and no list of items
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There is no hardcoded list of contraband item names. At the start of a game, the mod looks at every
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item in the game and decides, once, whether it counts as contraband, in one of three ways:
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1. **Explicit.** Anything a mod has deliberately marked as contraband. This is the opt-in, and it is
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how a mod plugs in its own behaviour for how the item is acquired, used, or used to escape.
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2. **Every drug** — recognised automatically.
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3. **Every weapon** that isn't destroyed when dropped — recognised from its **mass**.
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For anything not marked explicitly, the mod fills in how well it hides and where, so a modder never
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has to:
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| Kind | Test | Concealability | Hides |
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|---|---|---|---|
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| Hard drug | drug rated Hard | **0.75** | on body or in cell |
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| Other drug | any other drug | **0.5** | on body or in cell |
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| Light weapon | mass ≤ 2.0 kg | **0.7** | on body or in cell |
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| Heavy weapon | 2.0 kg < mass ≤ 10.0 kg | **0.35** | in cell only |
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| Very heavy weapon | mass > 10.0 kg | — | **not contraband** (a minigun hides nowhere) |
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**Concealability** runs 0 to 1, where **0 = a warden finds it every time and 1 = never**; higher is
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harder to find. Drugs and inferred weapons get **no crafting route** (you cannot synthesise yayo in a
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bare cell, and you cannot conjure a rifle) and **no special use behaviour** — because vanilla already
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knows what to do with them. A prisoner takes a drug on their own; an armed prisoner *is* the payload.
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Getting the item into the cell is the entire problem, and that is all these routes solve.
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Nothing here edits another mod's items. It is a one-time reading of each item's own stats. Modded
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drugs and weapons are covered without ever being named.
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## The heartbeat
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The prison does its ongoing work on a heartbeat. Every **250 ticks** it visits every pawn who could
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be concealing something and does all the ongoing work: intake, tunnel progress, and improvisation. If
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nothing on the map can be self-made and no escape tools are in play, it does nothing and costs
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nothing.
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Because the heartbeat already visits every held pawn, intake needs no special trigger on the capture
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event: a pawn who is in custody but has not yet been processed is, by definition, one who was newly
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taken.
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### Who counts as a concealer
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The set of pawns being tracked is **not** just prisoners. It is every pawn whose belongings are
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anyone's business — prisoners, slaves, ward patients, **and free colonists**:
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> A free colonist forbidden their drug by a drug policy or an ideoligion is precisely the pawn who
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> keeps a private stash — and vanilla already denies them, with no valve.
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Whether anyone may *search* a given concealer is a separate question with a separate answer (the
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warden's authority reaches prisoners; a future cop's reaches colonists). Tracking is pawn-agnostic;
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authority is not.
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## Intake: the moment of capture
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Vanilla never strips a captive *on capture* — a downed pawn keeps whatever they walked in with, and
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the warden just hauls them to a cell. Intake is Contraband's answer to that gap, and it runs on the
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first heartbeat that sees a newly-held pawn:
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1. **Held only.** The pawn must be a person and in custody — prisoner, slave, or ward patient. A free
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colonist is tracked, but nobody frisks and processes *them* on the way into a cell, so their
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carried gear is never intaken.
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2. **Once.** Each captive is processed a single time; a later pass finds them already done and moves
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on. (It remembers by an ID, so it holds no ghost of a captive who has since died.)
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3. **Even while downed.** Intake runs *before* the "must be awake" gate. The stash a captive walked in
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with is hidden the moment they are in custody, not when they wake — everything *after* intake
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(whittling, digging) needs them awake, but hiding what is already on you does not.
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4. **Only what can ride on a body.** A thing can be intaken only if it is small enough to hide on the
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body. A shiv up a sleeve is intaken; a rifle or a suit of armour is too bulky to palm and stays as
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ordinary strippable gear the player confiscates for free.
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5. **Per-item disposition.** For each concealable thing the captive carries, the mod rolls whether
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|
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*this* pawn would hide *this* item — a base chance of **0.6**, then scaled by the pawn's nature ×
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nurture (Core's propensity). The roll is **fixed per (pawn, item)** — a settled fact, not a fresh
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coin each tick. The frightened cook surrenders the knife; the disposed lifer palms it, and always
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would have.
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|
||||||
When a pawn does hide an item, the real object is **removed from the game** and a hidden secret takes
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|
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its place, preserving what the item was made of and — critically — anything it holds inside.
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## Preserving contents without understanding them
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|
||||||
A concealed vessel is not just "a jar" — it is a jar *of* something (hooch, piss, a fermented blend),
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|
||||||
and that something has to survive being hidden and come back when the item is used. Contraband stores
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|
||||||
what a vessel contains as a single opaque label and **has no idea what it means**.
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||||||
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|
||||||
When the item is concealed, that label is captured; when the item comes back out, the label is used
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|
||||||
to pour the contents back into the freshly-made thing. This is the exact seam **Foul Play** uses to
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|
||||||
keep a smuggled carboy's contents intact. Without a bridge mod, no content is captured and nothing is
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|
||||||
lost — a shiv is just a shiv.
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|
||||||
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|
||||||
Fermentation itself lives in Foul Play, not here. A concealed vessel comes back out **fresh** and
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|
||||||
ferments afterward like any other, which suits the theme: fresh-brewed piss is weak, and time is what
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|
||||||
makes it a weapon. (The prison remembers how long the vessel was hidden, for any bridge mod that
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|
||||||
wants to restore its aging, but it never acts on that number itself.) See
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|
||||||
[Compatibility](Compatibility.md).
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|
||||||
|
|
||||||
## Redemption: the secret becomes real
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|
||||||
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|
||||||
When a hidden item is finally used, it turns real:
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|
||||||
|
|
||||||
1. It is made from the material it was whittled from (or the item's default material, if it was never
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|
||||||
made from a material).
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|
||||||
2. Anything it held inside is poured back in.
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|
||||||
3. It is placed into the pawn's inventory. If that somehow fails, nothing is dropped and nothing is
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||||||
lost.
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|
||||||
4. The secret is cleared from the stash.
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|
||||||
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|
||||||
The trigger for this is a breakout. When a prisoner enters an escape or assault-the-colony state, they
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|
||||||
will arm themselves and then use whatever they are hiding — the same moment a base-game prisoner would
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|
||||||
reach for a combat drug. The one contraband hook Ludeon wrote and then left reading an always-empty
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|
||||||
inventory is exactly where this slots in. For each thing a pawn is hiding:
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|
||||||
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|
||||||
- **Inert contraband** (a drug, a stashed rifle — nothing special to "use"): just materialise it and
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|
||||||
get out of the way. Vanilla takes the drug on its own; a weapon in inventory is a weapon. But a
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|
||||||
stashed **weapon** only comes out for someone who would actually use it — the same person who would
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|
||||||
not stop to pick a rifle off the floor does not become a fighter because the knife was in their
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|
||||||
sock, and a pawn incapable of violence never does at all. If they qualify, the weapon moves into
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|
||||||
their hands; otherwise it stays hidden and they run. See [Improvised Weapons](Improvised-Weapons.md).
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|
||||||
- **Active contraband** (something with a special use — e.g. Foul Play's throw-the-carboy):
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|
||||||
materialise it, then hand off to that item's own use behaviour.
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|
||||||
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|
||||||
## Confiscation, and the door every route comes through
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|
||||||
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|
||||||
When a warden finds contraband, it is simply removed. It **never becomes a real item** — the warden
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|
||||||
found it, and there is nothing to drop on the floor. (This is why searching is not a way for the
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|
||||||
colony to *acquire* a prisoner's drugs; it is a way to *deny* them.)
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|
||||||
|
|
||||||
At the other end, there is one single door that **every** supply route comes through — intake uses it,
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|
||||||
a bent warden uses it ([Corruption](Corruption.md)), and a smuggling gangmate
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|
||||||
([Institution: Gangs](Compatibility.md)) uses it. It hands a prisoner something already finished and
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|
||||||
hidden, optionally with contents. One door, many keys.
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|
||||||
|
|
||||||
## 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:
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|
||||||
prisoners who died or left take their secrets with them.
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|
||||||
|
|
||||||
## 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 |
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|
||||||
| 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.*
|
|
||||||
-111
@@ -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.*
|
|
||||||
+130
@@ -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.*
|
||||||
+46
-119
@@ -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
|
Vanilla RimWorld keeps a rap sheet no one reads, and your own colonists never break the law. Policing
|
||||||
every mechanic with the real numbers, explains why each one works the way it does, and tells you how
|
gives the colony a **climate of law and order**: colonists offend on a spectrum of criminal
|
||||||
to play with them — and against them.
|
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
|
> **Catching and punishing one pawn changes the disposition of the rest.**
|
||||||
> 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
|
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 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
|
## The pages
|
||||||
Ward. Each stands alone; together they interlock.*
|
|
||||||
|
| 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.*
|
||||||
|
|||||||
@@ -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.*
|
|
||||||
+114
@@ -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.
|
||||||
-158
@@ -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.*
|
|
||||||
-181
@@ -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.*
|
|
||||||
Reference in New Issue
Block a user