From 702fcfbf2a9e54e1177b345e99209c33361a9ae2 Mon Sep 17 00:00:00 2001 From: flan Date: Thu, 16 Jul 2026 01:07:55 +0000 Subject: [PATCH] Re-aggregate for the split: policing + corrections replace justice --- Home.md | 61 ++++++------ {justice => corrections}/Classification.md | 0 .../Discipline-and-Reform.md | 0 corrections/Home.md | 49 ++++++++++ {justice => corrections}/Parole.md | 0 {justice => corrections}/Regime.md | 0 {justice => corrections}/Rehabilitation.md | 0 justice/Home.md | 97 ------------------- {justice => policing}/Deterrence.md | 0 policing/Home.md | 53 ++++++++++ {justice => policing}/Policing.md | 0 11 files changed, 135 insertions(+), 125 deletions(-) rename {justice => corrections}/Classification.md (100%) rename {justice => corrections}/Discipline-and-Reform.md (100%) create mode 100644 corrections/Home.md rename {justice => corrections}/Parole.md (100%) rename {justice => corrections}/Regime.md (100%) rename {justice => corrections}/Rehabilitation.md (100%) delete mode 100644 justice/Home.md rename {justice => policing}/Deterrence.md (100%) create mode 100644 policing/Home.md rename {justice => policing}/Policing.md (100%) diff --git a/Home.md b/Home.md index a884632..7ec0cda 100644 --- a/Home.md +++ b/Home.md @@ -1,12 +1,12 @@ # Institution — Wiki -*Prison Architect in RimWorld. One install, five toggleable layers, over one shared engine.* +*Prison Architect in RimWorld. One install, six toggleable layers, over one shared engine.* > **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (mood, > mistreatment, treatment) — and the colony can police it.** That one sentence is the whole suite. Colonists, prisoners, and slaves drift toward crime on a -continuous spectrum; a policing-and-justice machine discovers, catches, weighs, punishes, reforms, +continuous spectrum; a policing-and-corrections machine discovers, catches, weighs, punishes, reforms, treats, and releases them — and catching one pawn changes the disposition of the rest. **Institution** is the single mod that ships all of it. It bundles the suite's layers into one @@ -18,25 +18,26 @@ layers again and nothing is lost. ## The gameplay loop -The suite is a closed loop, and each turn of it lives in a different layer: +The suite is a closed loop, and each turn of it lives in a different layer — mirroring the real +separation of powers: police, (courts,) prison, parole. 1. **Disposition** *(Core)* — every pawn carries a seeded propensity: *would this one do it?* -2. **Crime** *(Justice · Policing)* — free colonists offend on that spectrum (rare in a small, tight, +2. **Crime** *(Policing)* — free colonists offend on that spectrum (rare in a small, tight, well-deterred colony), with visible consequences — theft, vandalism, assault — that fray relationships. -3. **Detection** *(Justice · Policing)* — witnesses and a **constable** work an open case until the - culprit is named. -4. **The weighed arrest** *(Justice · Policing)* — an arrest is made only when the crime is grave - enough to justify losing the pawn and the colony can afford to hold a prisoner; the disposed - **resist**, and a subdued resister is taken in. +3. **Detection** *(Policing)* — witnesses and a **constable** work an open case until the culprit is named. +4. **The weighed arrest** *(Policing)* — an arrest is made only when the crime is grave enough to + justify losing the pawn and the colony can afford to hold a prisoner; the disposed **resist**, and a + subdued resister is taken in. *(A future **Judiciary** layer — a court that tries and sentences — + is reserved to sit here, between arrest and imprisonment; today the arrest imprisons directly.)* 5. **Contraband** *(Contraband)* — once held, a pawn conceals and improvises: shivs, brews, tunnels under the perimeter, all countered by warden search — and a bent warden who smuggles for them. 6. **Gangs** *(Gangs)* — held pawns organise into contraband economies: joining by disposition, smuggling networks, rivalry, fights that book as crimes. -7. **Corrections** *(Justice · Rehabilitation)* — a warden **rehabilitates** a prisoner: counselling - sessions move a **reform** score and raise the colony's climate of **order** (classification - re-grades as reform rises), that order feeds back into everyone's disposition, and a **parole** - alert releases the genuinely reformed back into the colony. Neglect a flagged prisoner and they harden. +7. **Corrections** *(Corrections)* — a warden **rehabilitates** a prisoner: counselling sessions move a + **reform** score and raise the colony's climate of **order** (classification re-grades as reform + rises), that order feeds back into everyone's disposition, and a **parole** alert releases the + genuinely reformed back into the colony. Neglect a flagged prisoner and they harden. 8. **Treatment** *(Ward)* — the other door: a prisoner committed for **psychiatric care** rather than punished. Counselling reduces the disorder that broke them and builds a recovery track toward discharge; neglect a committed patient and they deteriorate. @@ -47,7 +48,7 @@ crime pays here. --- -## The five layers +## The six layers Each is a separate repo and DLL, bundled here behind a toggle. Every layer defaults **on**; turning one off disables its systems in place without uninstalling anything. @@ -56,13 +57,15 @@ one off disables its systems in place without uninstalling anything. |---|---|---|---| | **Core** | *(always on — the engine)* | propensity, the criminal record, secured context, the shared **treatment engine**, the deterrence seam | [Core](core/Home.md) | | **Contraband** | Contraband | concealment & intake, improvised shivs, Prison-Architect tunnels, warden search, warden corruption | [Contraband](contraband/Home.md) | -| **Justice** | Justice | classification, deterrence feedback, discipline & reform, **rehabilitation** (warden reform work + parole), regime | [Justice](justice/Home.md) | -| **Justice · Policing** | Policing | colony crime on the spectrum, witnesses, a constable, the weighed arrest, prison riots, recidivism alerts | [Policing](justice/Policing.md) | +| **Policing** | Policing | colony crime on the spectrum, witnesses, a constable, the weighed arrest, the deterrence feedback loop, prison riots, recidivism alerts | [Policing](policing/Home.md) | +| **Corrections** | Corrections | classification (with whole-wing markers), discipline & reform, **rehabilitation** + parole, regime (recreation/visitation/cell-safety) | [Corrections](corrections/Home.md) | | **Gangs** | Gangs | gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime | [Gangs](gangs/Home.md) | | **Ward** | Ward | psychiatric care — treatment, recovery, discharge, ward neglect, sedation | [Ward](ward/Home.md) | -**Policing** has its own toggle inside Justice because colony crime is a large behavioural change — a -player can run the rest of the corrections layer without their own colonists committing crimes. +**Policing** and **Corrections** are separate layers — the enforcement half and the prison half of the +former *Justice* module, split along the separation of powers. Policing has its own toggle because +colony crime is a large behavioural change: a player can run the prison (Corrections) without their own +colonists committing crimes. Corrections depends on Policing for the shared climate of order. --- @@ -70,14 +73,16 @@ player can run the rest of the corrections layer without their own colonists com The suite runs on a small **Core** that owns exactly what every layer must agree on — *is this pawn dangerous?*, *what have they actually done?*, *what hold are they under?* — plus two shared services: -the **treatment engine** (Ward's psychiatric care and Justice's rehabilitation point the same loop at -different states) and the **deterrence seam** (a neutral hook Justice fills so the order-climate -feedback runs *through* Core without Core ever depending on Justice). +the **treatment engine** (Ward's psychiatric care and Corrections' rehabilitation point the same loop +at different states) and the **deterrence seam** (a neutral hook Policing fills so the order-climate +feedback runs *through* Core without Core ever depending on the policing layer). A future **Judiciary** +layer will slot in through the same style of Core seam — a *sentence* on the criminal record that +Policing writes a default of today and a court would fill tomorrow. -Everything else builds up from there: Contraband and Justice on Core; Gangs on Core + Contraband + -Justice; Ward on Core. Cross-layer integrations that aren't hard dependencies stay soft — a feature -lights up if its sibling is present and the loop still closes without it. That is what keeps the -suite genuinely modular: this aggregate is a convenience, not a merge. +Everything else builds up from there: Contraband, Policing, and Corrections on Core (Corrections also +on Policing); Gangs on Core + Contraband + Policing; Ward on Core. Cross-layer integrations that aren't +hard dependencies stay soft — a feature lights up if its sibling is present and the loop still closes +without it. That is what keeps the suite genuinely modular: this aggregate is a convenience, not a merge. --- @@ -85,7 +90,7 @@ suite genuinely modular: this aggregate is a convenience, not a merge. - **RimWorld 1.6.** - **[Harmony](https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077)** — required (the - suite's Harmony-using code is Justice's prisoner-recreation patch and Ward's). + suite's Harmony-using code is Corrections' prisoner-recreation patch and Ward's). - Install **Institution**, enable Harmony, and load Institution after it. That is the whole suite in one mod; open the settings to toggle any layer. @@ -94,5 +99,5 @@ separate install that bridges into the suite when both are present. --- -*The **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs · Ward. Designed and -built with substantial assistance from Claude (Anthropic).* +*The **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward. +Designed and built with substantial assistance from Claude (Anthropic).* diff --git a/justice/Classification.md b/corrections/Classification.md similarity index 100% rename from justice/Classification.md rename to corrections/Classification.md diff --git a/justice/Discipline-and-Reform.md b/corrections/Discipline-and-Reform.md similarity index 100% rename from justice/Discipline-and-Reform.md rename to corrections/Discipline-and-Reform.md diff --git a/corrections/Home.md b/corrections/Home.md new file mode 100644 index 0000000..3970e13 --- /dev/null +++ b/corrections/Home.md @@ -0,0 +1,49 @@ +# Institution: Corrections + +*The prison layer — what the colony **does** with a pawn once they are in custody — of the +**Institution** suite of RimWorld 1.6 mods.* + +Vanilla RimWorld's prisoners are interchangeable mood-boxes; a "maximum security" wing is a decoration +the sim never acknowledges, and a warden's work never changes who a pawn becomes. **Corrections turns +the shared record into a regime you run** — it grades every held pawn from what they have actually done, +moves a *reform* score that decides whether a sentence hardens or heals, gates release on it, and gives +prisoners the recreation need vanilla flatly denies them. + +--- + +## The pages + +| Page | What it covers | +|---|---| +| **[Classification](Classification.md)** | Grades held pawns `Minimum`..`Supermax` from a risk score over the record; wall-mounted security markers grade a whole wing; misplacement flags. | +| **[Discipline & Reform](Discipline-and-Reform.md)** | Punishment moves the reform score — harden ("prisonized") vs. rehabilitate. The seat of institutionalization and recidivism. | +| **[Rehabilitation](Rehabilitation.md)** | The warden work that drives the arc: a rehabilitate mode + counselling sessions move reform and colony order, a parole alert + release, neglect that hardens. | +| **[Parole](Parole.md)** | Release a reformed, low-grade prisoner as a free colonist; with Ideology, the execution stance sets the bar. Nested, primed for a future parole panel. | +| **[Regime](Regime.md)** | Prisoner recreation (Yard/Lockup schedule via Prison Labor's timetable), visitation, cell-safety. | + +--- + +## The one shared record + +Corrections keeps no per-pawn crime state of its own. It reads and writes the single `CriminalRecord` +that **Institution: Core** holds — the same record Contraband, Policing, and the gang systems read. +Corrections authors the `reform` / `pardoned` columns via Discipline and Parole, and grades and gates +over all the counters its siblings feed. Reform and rehabilitation run on Core's shared **treatment +engine**, the same one Ward's psychiatric care uses. + +--- + +## Requirements & load order + +- **RimWorld 1.6** +- **Institution: Core** — required (the propensity/record/treatment engine) +- **Institution: Policing** — required (the shared climate of order: discipline and rehab nudge it, the + inspect pane reads it) +- **Harmony** — required (Regime's prisoner-recreation patch) +- Load **after** Core, Policing, and Harmony. + +--- + +*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs +· Ward. Split out of the former Institution: Justice. Developed with substantial assistance from Claude +(Anthropic).* diff --git a/justice/Parole.md b/corrections/Parole.md similarity index 100% rename from justice/Parole.md rename to corrections/Parole.md diff --git a/justice/Regime.md b/corrections/Regime.md similarity index 100% rename from justice/Regime.md rename to corrections/Regime.md diff --git a/justice/Rehabilitation.md b/corrections/Rehabilitation.md similarity index 100% rename from justice/Rehabilitation.md rename to corrections/Rehabilitation.md diff --git a/justice/Home.md b/justice/Home.md deleted file mode 100644 index a9abbab..0000000 --- a/justice/Home.md +++ /dev/null @@ -1,97 +0,0 @@ -# Institution: Justice - -*What the institution **does** about crime — the corrections and policing layer of the **Institution** -suite of RimWorld 1.6 mods.* - -Vanilla RimWorld keeps a rap sheet no one reads. You capture a raider, warden them, and the game -promptly forgets they ever tried to knife a guard. Prisoners are interchangeable mood-boxes; a -"maximum security" wing is a decoration you build by hand and the sim never acknowledges. There is a -record, and there are no consequences. - -**Justice turns the record into consequences, and closes the loop.** It grades every held pawn from -what they have actually done, gives the colony a *climate of order* that crime and punishment move, -feeds that climate back into every pawn's disposition, moves a *reform* score that decides whether a -sentence hardens or heals, gates release on it, and gives prisoners the recreation need vanilla flatly -denies them. The through-line is one sentence: - -> **Catching and punishing one pawn changes the disposition of the rest.** - -That is the difference between policing that *cleans up* and policing that **governs**. The reason to -punish an offender is not only this offender — it is the message it sends everyone else who is quietly -deciding, on a seeded roll, whether crime pays here. - ---- - -## The one shared record - -Justice never keeps its own per-pawn crime state. It reads and writes the single `CriminalRecord` that -**Institution: Core** holds for every pawn — the same record the search, the escape, the brewing, and -the gang systems write to. That is the whole point of the substrate: classification, deterrence, -discipline and parole all agree on how dangerous a pawn is, because they all read the same numbers. - -| Field | What it counts | Written by | -|---|---|---| -| `crimesCommitted` | offences on the record | Justice (`RecordCrime`), Gangs (fights) | -| `escapeAttempts` | proven flight risk | Contraband (escape/tunnel) | -| `contrabandMade` | shivs, brews, tools made | Contraband | -| `timesSearched` | searches endured | Contraband (warden search) | -| `timesCaught` | searches that found something | Contraband | -| `lastCrimeTick` | when they last offended | Justice (`RecordCrime`) | -| `reform` | −1 hardened … +1 rehabilitated | Justice (`Discipline`, `Parole`) | -| `pardoned` | released after genuine reform | Justice (`Parole`) | - -Justice authors the **crime / punishment / reform / pardon** columns; the counters of *what physically -happened* are fed by its siblings. It grades and gates over all of them. - ---- - -## The six modules - -| Module | What it does | Page | -|---|---|---| -| **Classification** | Grades held pawns `Minimum`..`Supermax` from a risk score over the record. | [Classification](Classification.md) | -| **Deterrence** | The colony's climate of order, moved by crime and punishment, drifting to baseline, read back into propensity. | [Deterrence](Deterrence.md) | -| **Discipline & Reform** | Punishment moves the reform score — harden vs. rehabilitate. The seat of institutionalization and recidivism. | [Discipline & Reform](Discipline-and-Reform.md) | -| **Parole** | Release when reform, grade, and pardon status line up. | [Parole](Parole.md) | -| **Rehabilitation** | The warden work that DRIVES the corrections arc: a rehabilitate mode + counselling sessions move reform and colony order, a parole alert + release job, and neglect that hardens. | [Rehabilitation](Rehabilitation.md) | -| **Regime** | Enables the prisoner recreation (Joy) need via a Harmony postfix, idempotent with Prisoner Recreation. | [Regime](Regime.md) | - -Threaded through all six is one small piece of glue, **`JusticeBootstrap`**, which at load fills the -neutral deterrence seam Core leaves open — reconnecting the feedback loop across the mod boundary -without Core ever depending on Justice. See [Deterrence](Deterrence.md). - ---- - -## Policing — the pre-arrest half (shipped) - -Everything above is the **post-arrest** side — corrections. The **pre-arrest** side now ships too: -colonists commit crimes on the propensity spectrum, witnesses and a constable's work name the culprit, -and a weighed arrest can end in a cell or a resisted breakout — plus prison riots and a recidivism -alert. Deterrence models *the consequence of visible justice*; policing is the machinery that produces -crime to answer. It has its own settings toggle (on by default). Full detail in **[Policing](Policing.md)**. - ---- - -## Requirements & load order - -- **RimWorld 1.6** -- **Institution: Core** — required. The propensity/record engine Justice grades against. -- **Harmony** — required. Regime's prisoner-recreation patch is the suite's only Harmony-using code. -- Load **after** Core and Harmony. - -Each mod in the suite stands alone as an install; together they form one system. Justice is useful -with Core alone, and richer with **Institution: Contraband** (which feeds the escape/search/contraband -counters) and **Institution: Gangs** (whose fights record crimes). - ---- - -## The suite - -Part of the **Institution** suite: **Core** (the propensity + record engine) · **Contraband** -(concealment, search, escape) · **Justice** (this mod) · **Gangs** (contraband economies). The -standalone **Foul Play** framework bridges into Core and Contraband when present. - ---- - -*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Justice · Gangs. Developed -with substantial assistance from Claude (Anthropic).* diff --git a/justice/Deterrence.md b/policing/Deterrence.md similarity index 100% rename from justice/Deterrence.md rename to policing/Deterrence.md diff --git a/policing/Home.md b/policing/Home.md new file mode 100644 index 0000000..5c136f9 --- /dev/null +++ b/policing/Home.md @@ -0,0 +1,53 @@ +# Institution: Policing + +*The enforcement and order layer — the pre-arrest half of the law — of the **Institution** suite of +RimWorld 1.6 mods.* + +Vanilla RimWorld keeps a rap sheet no one reads, and your own colonists never break the law. Policing +gives the colony a **climate of law and order** over the shared criminal record: colonists offend on a +seeded propensity spectrum, the law catches them, and catching one changes the disposition of the rest. + +> **Catching and punishing one pawn changes the disposition of the rest.** + +That is the difference between enforcement that *cleans up* and enforcement that **governs** — the +reason to punish an offender is the message it sends everyone else quietly deciding whether crime pays. + +--- + +## The pages + +| Page | What it covers | +|---|---| +| **[Policing](Policing.md)** | Colony crime on the propensity spectrum, witnesses and the constable work type, the weighed arrest and resistance, prison riots, the recidivism alert. | +| **[Deterrence](Deterrence.md)** | The colony's climate of order (0 lawless … 1 iron), moved by crime and punishment, drifting to baseline, fed back into every pawn's disposition through Core's seam. | + +At load, **`PolicingBootstrap`** fills the neutral deterrence seam Core leaves open — reconnecting the +feedback loop across the mod boundary without Core ever depending on the policing layer. + +--- + +## The one shared record + +Policing keeps no per-pawn crime state of its own. It reads and writes the single `CriminalRecord` that +**Institution: Core** holds for every pawn — the same record Contraband, Corrections, and the gang +systems read. `RecordCrime` writes the `crimesCommitted` / `lastCrimeTick` columns; Corrections grades +and reforms over the same numbers. + +--- + +## Requirements & load order + +- **RimWorld 1.6** +- **Institution: Core** — required (the propensity/record engine) +- **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 reserved as a Core seam; today an arrest imprisons directly. + +--- + +*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs +· Ward. Split out of the former Institution: Justice. Developed with substantial assistance from Claude +(Anthropic).* diff --git a/justice/Policing.md b/policing/Policing.md similarity index 100% rename from justice/Policing.md rename to policing/Policing.md