From 8b0942731c73a2d67c57ed01949d0bd757b45f02 Mon Sep 17 00:00:00 2001 From: flan Date: Thu, 16 Jul 2026 02:19:07 +0000 Subject: [PATCH] Player-facing wiki rewrite --- Affiliations-and-Segregation.md | 91 ------------- Commitment.md | 221 ++++++++++++++++++++++++++++++++ Home.md | 151 +++++++++++----------- Joining.md | 113 ---------------- Networks-and-Smuggling.md | 105 --------------- Rivalry-and-Fights.md | 98 -------------- The-Compat-Harness.md | 36 ++++++ 7 files changed, 335 insertions(+), 480 deletions(-) delete mode 100644 Affiliations-and-Segregation.md create mode 100644 Commitment.md delete mode 100644 Joining.md delete mode 100644 Networks-and-Smuggling.md delete mode 100644 Rivalry-and-Fights.md create mode 100644 The-Compat-Harness.md diff --git a/Affiliations-and-Segregation.md b/Affiliations-and-Segregation.md deleted file mode 100644 index eee2882..0000000 --- a/Affiliations-and-Segregation.md +++ /dev/null @@ -1,91 +0,0 @@ -# Affiliations and segregation - -*Gangs grow out of who pawns **already are** — and the counter-play is to keep the wrong pawns apart.* - -A gang in this mod is never invented from nowhere. It crystallises along the bonds a colony already -contains: shared faction, shared faith, or real friendship. This page covers the formation rule — which -bonds count and why the *same room* requirement matters — and then the segregation counter-play that -turns those same bonds against the network. - -## The formation rule - -On each 5000-tick pass, the game walks everyone currently over the join bar (Nature × Nurture ≥ 0.9) -and tries to pair each unaffiliated pawn with a mate. A pawn pairs up with someone who is, at that -moment, **in the same room** *and* someone they **already share a bond with**. - -Two conditions, both required: they must be **in the same room** at the moment of the check, **and** -they must **share an affiliation**. A disposed pawn does not fall in with a stranger across the map; it -falls in with someone it is standing next to *and* already connected to. - -Pairing binds them together: if either already runs with a gang, the other joins that gang; otherwise a -fresh gang is founded. So gangs accrete — a new member pairing with an existing member is absorbed -into the existing crew rather than starting a rival one. - -### What counts as an affiliation - -| Bond | Condition | Notes | -|---|---|---| -| **Same faction** | both belong to the same (non-empty) faction | your colonists share one; captured raiders share theirs | -| **Same ideoligion** | both follow the same ideoligion, only if the Ideology DLC is active | needs Ideology enabled | -| **Friendship** | an opinion of at least **+20** of each other | a real positive relationship, not mere acquaintance | - -The design intent: - -> Gangs grow out of who pawns ALREADY are, not out of nowhere — so a prisoner's gang on the outside is -> their old faction/friends, and rival factions run as rival gangs. - -This is why the system feels coherent rather than arbitrary. A crew is a faction bloc, a congregation, -or a friend group — social lines the colony *already has*. Gangs mesh with them instead of stamping -random groupings over the top. - -## Rival factions become rival gangs - -Follow the rule to its conclusion. Two captured raiders from **different** hostile factions each share -an affiliation with *their own* side but not with each other. Housed in the same wing, each pairs up -along its own faction line — and now you have **two gangs**. As the -[Rivalry and Fights](Rivalry-and-Fights.md) page explains, members of two different gangs are -automatically **rivals**, and rival-gang violence between them is booked as a crime. - -So the affiliation rule and the rivalry rule are two ends of one idea: **who bands together** and **who -is opposed** both derive from pre-existing loyalties. Mix hostile factions or clashing ideoligions in -one room and you have not made one big gang — you have made two rival ones and lit the fuse between -them. This is a housing decision with mechanical teeth. - -## Segregation: the counter-play - -Here is where the formation rule and the network rule meet, and where the rest of the suite earns its -keep. A gang can only *do* anything — resupply itself — if its members can **reach** each other. -Passing contraband requires two things: the pawns must be in the same gang, **and** two pawns both on -the map must have a walkable path between them. Break the path and you break the network. - -The design calls this out as the intended answer to the whole mod: - -> The counter-play is the rest of the suite: Classification SEGREGATES rivals into different wings, and -> a network whose members cannot REACH each other is starved. - -**Classification** lives in **Institution: Justice**. It grades pawns by risk and lets you sort them -into separate, walled wings. Two gangmates graded into different wings, with no walkable route between -them, fail the reach test on every network pass. The gang still *exists* — they are still the same crew, -still rivals of the other crew — but it can no longer pass a shiv from a holder to a have-not. **A -network that cannot reach itself is a network that cannot supply itself.** - -This is the elegant part of the design: the very bonds that formed the gang tell you *who to keep -apart*, and the reach requirement makes keeping them apart actually starve the supply chain. You do not -disband a gang; you **cut it off from itself** until nothing can move along it. - -## How to play it - -- **Read affiliations before you house pawns.** Same-faction and same-ideoligion prisoners will band - together; hostile factions in one wing will form *rival* gangs and fight. Sort deliberately. -- **Segregate by Classification, not by hope.** Putting rivals in "different areas" is not enough — - resupply only needs a *walkable path* between two gangmates. A shared corridor is a supply line. Use - genuinely separate, walled wings. -- **Starve, don't chase.** You will rarely delete a gang outright. The durable win is to keep its - members unable to reach one another so the network dries up, while keeping mood and deterrence high so - few pawns cross the join bar in the first place (see [Joining](Joining.md)). -- **Watch the outside valve.** Segregation starves *internal* resupply; a bent warden can still inject - new contraband from outside (see [Networks and Smuggling](Networks-and-Smuggling.md)). Partition the - wing *and* clean up your wardens for a network that genuinely goes dark. - ---- -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.* diff --git a/Commitment.md b/Commitment.md new file mode 100644 index 0000000..b6e61e4 --- /dev/null +++ b/Commitment.md @@ -0,0 +1,221 @@ +# Commitment + +How involuntary psychiatric commitment actually works in play: how a colonist becomes a ward patient, +what the treatment station does, how a room turns into a ward, who does the counselling, what the +treatment buys, and what happens if you commit someone and then forget about them. + +--- + +## The loop in one paragraph + +You **arrest** a colonist (or otherwise take a prisoner) and set their interaction mode to +**psychiatric care**. You build a **treatment station** in their cell, which turns the room into a +**psychiatric ward**. A warden walks over, sits, and **counsels** them; each session builds up their +**treatment**, which **lowers their mental-break threshold** so they break less often. That progress +**fades** over about a week if nobody keeps attending, so it has to be sustained. Counselling also +gives the patient a small mood lift. Neglect a committed patient — leave them with no ongoing +treatment — and once a day they pick up a **neglected** mood penalty that drags them back toward the +break that got them committed. Treat them and they stabilise; forget them and they don't. That +feedback loop is the entire mod. + +--- + +## Step 1 — Becoming a ward patient + +Commitment reuses vanilla's arrest → prisoner transition. You don't get a new pawn state; you take a +prisoner (arrest your own colonist, or a captured raider) and then switch on a new interaction mode. + +### Psychiatric care — the interaction mode + +In the prisoner's interaction dropdown you'll find a new option, **psychiatric care**, sitting between +*Reduce resistance* and *Release*. A few things make it behave the way it does: + +- **It stacks.** Unlike recruit / convert / enslave / release / execute — which are one-at-a-time + choices — psychiatric care is a toggle that layers *on top* of whatever else you've picked, the + same way vanilla's *Bloodfeed* and *Study* toggles do. So a patient can be set to **recruit AND + psychiatric care at once**: you counsel a sad captured colonist toward stability while also chipping + at their resistance. +- **You can flag a downed or sleeping patient.** Setting the mode doesn't require them to be awake — + the warden decides when to actually treat. +- **Not for wild men**, and it works fine **without Ideology's ideoligion system**. + +Because the mode stacks, it also lets Ward coexist cleanly with work-your-prisoners mods like *Prison +Labor* — see **Compatibility**. + +--- + +## Step 2 — The treatment station + +Flagging a patient for care does nothing on its own. Treatment happens *at a station, in the +patient's own room*. Without one, a patient flagged for care in an ordinary cell simply goes +untreated — which is the point of the neglect penalty (Step 6). + +### The treatment station — the building + +> *"A desk, a chair bolted to the floor, and a locked cabinet of sedatives. A warden set to +> psychiatric care will use it to counsel patients held in this room."* + +| What | Value | +|---|---| +| Cost | **40 Steel + 2 medicine** — deliberately cheap | +| Build time | Quick | +| Research needed | **Medicine Production** — the one gate | +| Size | A two-tile desk; pawns squeeze past it, so it doesn't wall off a cell | +| Notes | It burns | + +**It's cheap on purpose.** The real cost of running a ward is not the 40 steel. It's the **warden +hours** you spend counselling and the **labour you give up** by not putting the patient to work. The +building is just the gate that says "this room is set up to treat people." + +And the locked cabinet isn't only flavour: a patient sliding toward a break faster than counselling +can steady them is the moment a **sedative** earns its keep — something to calm a patient who's close +to going over the edge. + +--- + +## Step 3 — The room becomes a ward + +Once a treatment station stands in a room that already holds prisoner beds, the room's role changes +from prison cell to **psychiatric ward**. Vanilla already has Prison Cell, Prison Barracks and +Hospital; the ward is the fourth sibling. Two things are worth knowing: + +- **It's gated on the station.** A room only reads as a ward if it actually contains a treatment + station *and* at least one prisoner bed. Without that, an ordinary prison cell full of beds keeps + its normal Prison Cell role, untouched. Build the station and it's a ward; don't and nothing + changes. +- **It's still a prison cell.** Re-labelling the role does not release anyone. A ward is a prison cell + *and* a ward at the same time, so containment, food delivery, and prison breaks all keep working. + +--- + +## Step 4 — The warden does the work + +Counselling is **warden work**. Assign it the way you assign any warden task, and a warden will walk +over and treat the patient. A few rules govern when a session can start: + +- The warden needs to be able to **talk and hear** — a mute or deaf warden can't counsel. +- The patient must be **awake, not downed, and not mid-break** — you can't counsel someone who's + unconscious or already spiralling. +- There must be a **treatment station in the patient's own room** (not out in the open). You can't + treat someone through a wall from a station two cells over. +- Its priority sits **above chatting** but **below feeding** — an untreated patient deteriorates, a + bored one doesn't — so wardens won't skip meals to run a session. + +### A session + +- **Length:** about **20 in-game minutes**, with a progress bar while it runs. +- It **fails out** if the patient despawns, is forbidden, falls asleep, or breaks partway through. +- On completion it applies the treatment, gives the patient a "counselled" mood memory, runs a + deep-talk conversation (so the relationship builds and the *next* session lands harder), and awards + the warden **60 Social XP**. + +Because psychiatric care is its own separate warden job rather than a rewrite of vanilla's, it doesn't +collide with mods that modify the built-in warden interactions — again, **Compatibility**. + +--- + +## Step 5 — What treatment buys + +Each completed session adds to the patient's treatment, and how much depends on the warden's **Social +skill**: + +| Warden Social skill | Treatment gained per session | +|---|---| +| 0 | 0.20 | +| 5 | 0.275 | +| 10 | 0.35 | +| 15 | 0.425 | +| 20 | 0.50 | + +The floor is deliberate: even an unskilled warden buys **0.20** a session. A bad ward is *neglect*, +not *zero* — a clumsy counsellor is still worth something. Treatment tops out at **1.0**, a full +course. + +**What it does:** while treatment is active it **lowers the patient's mental-break threshold by +0.10** — a lower threshold means they break at a worse mood, i.e. **break less often**. + +**Decay is the mechanic.** Treatment bleeds off at **0.15 per day**, so a full course fades back to +nothing in **about a week** if nobody keeps attending. A patient treated once and then ignored slides +right back. Sustained counselling keeps it topped up and the break threshold suppressed; stopping lets +it fade. Treatment is a *programme*, not a one-time cure. + +> The −0.10 break-threshold figure is a first pass and not yet heavily playtested — expect it to be +> tuned. + +--- + +## Step 6 — The other half: neglect + +A ward you don't staff is not a neutral place to keep someone. It's a *worse* one. Without a cost, +"arrest the sad colonist and park them" would be a free way to remove a problem pawn from play. It +isn't free. + +**Once per in-game day**, Ward checks every prisoner flagged for psychiatric care. Any patient who +isn't currently under treatment — meaning no warden has been near them in days — picks up a +**neglected** mood penalty. (The check keys off active treatment, and since treatment decays on its +own, its absence is the tell that the patient has genuinely been left alone, not merely that nobody +happens to be counselling them this exact minute.) + +### The two moods + +| Mood | Value | Duration | Stacks to | Meaning | +|---|---|---|---|---| +| **Counselled** | **+6** | 2 days | 3 | "Someone sat with me and listened. It helped, a little." | +| **Neglected** | **−8** | 3 days | 4 | "They locked me in here for my own good and then forgot about me." | + +Neglect is **asymmetric** — a −8 penalty stacking four deep (−32) badly outweighs three counselling +lifts (+18). That's intentional: a neglected patient's mood falls, which raises their break risk, +which is exactly the crisis you committed them to avoid. A ward can *manufacture* the break it was +built to prevent. Staff it, or don't build it. + +> **Known rough edge:** neglect keys off "not currently under treatment," so a patient treated once a +> week can technically dodge the penalty on the single day their treatment runs out. It's a documented +> quirk, not yet smoothed. + +--- + +## How it stacks with recruitment (and everything else) + +Because psychiatric care is a non-exclusive toggle, it layers onto whatever else you've set: + +| You want to… | Set | Result | +|---|---|---| +| Just stabilise a broken colonist | Psychiatric care | Wardens counsel; break threshold drops | +| Talk a captured raider down *and* recruit them | Psychiatric care **+** Attempt recruit | Both run — counselling lifts mood while resistance is chipped | +| Convert *and* treat | Psychiatric care **+** convert | Both toggle on | +| Work a patient *and* treat them | Psychiatric care **+** Prison Labor's work mode | Both apply. Working a fragile patient is bleak — and it's your call | + +The last row is the darkest option the mod exposes, and it exposes it on purpose: Ward doesn't forbid +working a patient, it just makes the trade-off visible. + +Because a ward patient is a genuine vanilla prisoner, everything the wider Institution suite does to +prisoners applies to them unchanged — a committed patient can be classified, disciplined, paroled, +searched, and can conceal or improvise contraband. See **Home** for the suite map and **Compatibility** +for how Ward stays out of other mods' way. + +--- + +## Quick reference — the numbers + +| Thing | Number | +|---|---| +| Treatment station cost | 40 steel + 2 medicine; needs Medicine Production research | +| Counselling session | ~20 in-game minutes | +| Treatment per session | 0.20 (unskilled) → 0.50 (Social 20) | +| Treatment cap | 1.0 (a full course) | +| Treatment decay | −0.15/day (~a week from full to nothing) | +| Break-threshold effect | −0.10 while treated (breaks less often) | +| Counselled mood | +6, 2 days, stacks to 3 | +| Neglected mood | −8, 3 days, stacks to 4 | +| Neglect check | once per in-game day | +| Warden reward | 60 Social XP per session | + +--- + +## Part of the Institution suite + +Institution: Ward is one mod in the **Institution** suite of RimWorld 1.6 mods — Ward, plus +**Institution: Core**, **Institution: Contraband**, **Institution: Justice**, **Institution: Gangs**, +and **Foul Play**. Each stands alone; together they interlock. A committed patient rides the same +prisoner rail the rest of the suite polices, so a psychiatric ward is also a secure context where a +patient can conceal and improvise contraband exactly as a prisoner can. diff --git a/Home.md b/Home.md index 8ac3867..9372097 100644 --- a/Home.md +++ b/Home.md @@ -1,88 +1,93 @@ -# Institution: Gangs +# Institution: Ward -*Gangs as **contraband economies** — not mood. The social capstone of the **Institution** suite of -RimWorld 1.6 mods.* +**Involuntary psychiatric commitment for RimWorld 1.6 — the third pawn state, neither free nor guilty.** + +> **The psychiatric-care layer of the [Institution](https://git.onetick.ninja/flan/rimworld-institution) +> suite.** Ward runs on Core's shared treatment engine and ships bundled in the single Institution +> install with a toggle of its own; it still installs standalone (needing only Institution: Core and +> Harmony). Once a separate sister mod, now folded in. + +RimWorld gives a person exactly two places to stand: **colonist**, or **prisoner**. There is no +third state for someone who is neither free nor guilty. Out of the box you cannot commit anyone. A +colonist breaks, wanders off, punches a wall, recovers on their own, and goes back to hauling steel +as though nothing happened. Mental breaks are episodic and amnesiac — nothing persists, nothing is +*done* about them. + +Ward adds the missing state, and the room to put it in. A colonist you arrest can be set to +**psychiatric care**. Wardens counsel them at a **treatment station**. A room with prisoner beds +and a treatment station is a **psychiatric ward**, not a prison cell. Treatment lowers the patient's +mental-break threshold while it lasts — and it fades, so it has to be *sustained*. A ward you don't +staff is worse than no ward at all. --- -## What Gangs is +## The third state RimWorld doesn't have -Gangs turns the loose, disposed pawns in your colony — colonists, prisoners, slaves — into a -**network** that moves contraband. When disposition and circumstance line up, pawns who already share -a bond band together, and a member who holds a stash quietly resupplies a member who has none. A -search that turns up nothing on one prisoner has therefore *not* cleaned out the wing: the wing is a -supply chain, and you only searched one link. +The reason "commit a colonist" isn't a stock button is simple: vanilla only knows two kinds of held +person — a free colonist and a prisoner. There's no built-in slot for someone who is neither free nor +guilty, which is why other mods that keep a not-quite-colonist around (like *Hospitality* and its +guests) have to work so hard to maintain them. -That is the entire point, and it is a deliberately narrow one. Gangs does not do mood. It does not do -a "gang leader buff." It does the one thing nothing else in the ecosystem does — it makes contraband -**flow between pawns**, and then hands you the tools to cut the flow. +**Ward takes the cheap road.** A committed pawn *is* a prisoner — arresting your own colonist already +does that. Ward just adds a new **way to handle** that prisoner: a "psychiatric care" mode you toggle +on, sitting alongside vanilla's recruit / convert / release options. Nothing exotic — it's the same +kind of custom prisoner mode other prison mods already add. -## The gap it fills (and the one it doesn't) +So committing someone is entirely ordinary from the game's point of view: -If you run **Prisoner Realism**, its *Ringleader* system already models a dominant prisoner spreading -unrest and mood contagion through a wing. That system is good, and Gangs does not touch it. Ringleader -owns *influence and mood*. +- **psychiatric care** — a new prisoner interaction mode you switch on +- **the psychiatric ward** — a new room role a cell earns once it holds a treatment station +- **counselling** — a new warden job, handled like any other warden work +- the **treatment station**, the **recovery**, the **neglect** — new content layered on top -Gangs owns the thing Ringleader has no equivalent for: **the network as a supply chain.** Contraband -physically changes hands along social lines. A stash on one pawn is a stash available to the whole -gang. The two systems are complementary — run both. Ringleader tells you *who stirs the pot*; Gangs -tells you *how the shivs get around*. +Because Ward *adds* things rather than rewriting how vanilla prisoners behave, it sits quietly next to +the popular psych and prison mods instead of fighting them. Which mods, and why, is on the +**Compatibility** page. -## Why it needs the whole suite +--- -Gangs is the module built **last**, because it needs every other Institution mod already in place. It -is not a standalone feature; it is the suite working together, and it is honest about that in its -dependencies: +## Riding the prisoner rail (why the suite cares) -| It asks... | ...and the answer comes from | +The choice that makes Ward *cheap* also makes it *interesting* inside the wider Institution suite. A +committed patient is a genuine vanilla prisoner. That means they're a **held pawn** in exactly the +sense the rest of the suite understands: someone who can be searched, and who can conceal and +improvise contraband. A patient in a psych ward can hoard a shiv or brew something foul in a smuggled +vessel, because the contraband, search, corruption and gang systems already work on any held +prisoner — and a ward patient is one, for free. + +**And re-labelling a cell as a ward never lets anyone out.** A ward is a prison cell that also happens +to be a ward — the two roles coexist. Containment, food delivery, and prison breaks all keep working +exactly as they did before you built the station. + +--- + +## Wiki index + +| Page | What's on it | |---|---| -| *Who is disposed enough to join?* | **Institution: Core** — the propensity engine that scores each pawn's Nature and Nurture | -| *What do they move?* | **Institution: Contraband** — concealment, stashes, search, and the bent-warden supply route | -| *Where does a fight get booked, and how are rivals kept apart?* | **Institution: Justice** — the crime/deterrence loop, and Classification's segregation | - -Remove any one of those and Gangs has nothing to stand on. It is the place where Core's spectrum, -Contraband's stashes, and Justice's policing all cash out at once. - -## A healthy colony grows few gangs — or none - -This is the thesis, and it is enforced in the numbers, not just the flavour. Membership is gated at a -Nature × Nurture score of **0.9 or higher** — a high bar on purpose. A disposed pawn who is -**well-kept and well-policed** does not band up: their nurture multiplier stays low, and deterrence -pulls it lower still. It takes a foul streak (nature) *and* a badly-run situation (nurture) at the -same time. - -So a gang problem is a **symptom**. It is the game telling you that a wing is mistreated, under-policed, -or both. The fix is never "fight the gang system" — it is to run a better prison. Feed them, give them -recreation, keep deterrence high, segregate rivals, and the networks starve on their own. - -> A gang is a symptom of a badly-run colony, not furniture. - -## The pages - -- **[Joining](Joining.md)** — why the join bar (Nature × Nurture ≥ 0.9) is high, why good treatment and - deterrence keep pawns *out*, and how membership is re-checked for every kind of pawn. -- **[Networks and Smuggling](Networks-and-Smuggling.md)** — how a holder resupplies a needy gangmate, - the *same-gang-and-can-reach* rule, why this defeats a single search, and how a bent warden refills a - starved network from outside. -- **[Rivalry and Fights](Rivalry-and-Fights.md)** — how a gang fight is booked as a crime through - Justice, why inside-the-wire and out-on-the-street are the same offence, and how it feeds deterrence. -- **[Affiliations and Segregation](Affiliations-and-Segregation.md)** — shared faction, faith, or - friendship plus *same room* as the formation rule, why rival factions become rival gangs, and how - Classification's segregation is the counter-play that starves a network which cannot reach itself. - -## The suite - -Part of the **Institution** suite of RimWorld 1.6 mods: - -- **Institution: Core** — the propensity engine (Nature × Nurture), criminal records, secured context. -- **Institution: Contraband** — concealment, improvised shivs, tunnels, warden search and corruption. -- **Institution: Justice** — Classification, Deterrence, Discipline, Parole, Regime. -- **Institution: Gangs** — this mod: joining, networks/smuggling, rivalry/fights. - -Sibling projects: **Foul Play** (the vessel/substance framework and the "Piss Nuke") and **Ward** (a -ward/treatment prison mode). - -Each mod stands alone as an install; together they form one system. +| **Home** (this page) | What Ward is, the third-state problem, the suite | +| **Commitment** | How commitment works in play: the care mode, the station, the ward room, the warden's job, treatment, recovery, neglect, and how it stacks with recruitment — with the real numbers | +| **Compatibility** | Which popular psych and prison mods Ward plays nicely with, and why it doesn't fight them | + +--- + +## Part of the Institution suite + +A set of RimWorld 1.6 mods about what an institution does to the people inside it. Each mod stands +alone as an install; together they interlock into one system — colonists and prisoners drift toward +crime on a spectrum of nature × nurture, and a policing/justice layer discovers, catches, punishes, +reforms, or paroles them. Ward's psychiatric ward is a secure context where a committed patient can +conceal and improvise contraband exactly as a prisoner can, because they ride the same prisoner rail. + +| Mod | What it is | +|---|---| +| **Institution: Ward** (this) | Involuntary psychiatric commitment — the third pawn state, neither free nor guilty. | +| **Institution: Core** | The shared engine — propensity (nature × nurture), the criminal record, secured context. | +| **Institution: Contraband** | The physical smuggling loop — conceal, improvise shivs, dig Prison-Architect tunnels, warden search, warden corruption. | +| **Institution: Justice** | Corrections & policing — classification, deterrence, discipline, parole, regime. | +| **Institution: Gangs** | Gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime. | +| **Foul Play** | The vessel + substance + throw framework, and the "Piss Nuke" flagship; bridges to Core + Contraband when both are present. | + +Reference sibling mods by name — the mods are separate repositories and cross-repo links break. --- -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.* diff --git a/Joining.md b/Joining.md deleted file mode 100644 index a70b16e..0000000 --- a/Joining.md +++ /dev/null @@ -1,113 +0,0 @@ -# Joining a gang - -*How Gangs decides who runs with a crew — and why a well-run colony keeps almost everyone out.* - -Membership is not random, and it is not a mood event. A pawn joins a gang only when their **disposition -and their circumstances line up at once** — the same Nature × Nurture propensity that drives every -other behaviour in the Institution suite. This page covers the exact test, why the bar is set where it -is, and how you keep pawns on the right side of it. - -## The rule - -A pawn joins when their **Nature multiplied by their Nurture reaches 0.9 or higher**. Only humanlike -pawns are ever eligible — animals and mechs never join. - -Beyond that it is one line of arithmetic: multiply the pawn's **Nature** by their **Nurture** and -compare to **0.9**. There is no dice roll here. The same pawn in the same situation always gives the -same answer — join, or don't. (That makes membership different from one-off acts like a piss spree, -which *do* roll the dice each time. Gang membership is a standing condition, so it uses the raw product -with no randomness.) - -### The two halves - -Both terms come from **Institution: Core** — see Core's own documentation for the full tables — but you -need the shape of them to understand the bar: - -- **Nature** (`0` to `1`) is *who the pawn is*: a base of `0.05`, plus trait weights, floored at `0` - and capped at `1`. Psychopath `+0.45`, Bloodlust `+0.35`, Kleptomaniac `+0.40`, Greedy `+0.25`, - Abrasive `+0.15`; and it goes **down** for Kind `−0.30` or Ascetic `−0.15`. This is fixed at pawn - creation and barely moves. -- **Nurture** (a multiplier, roughly `0.4` at the floor, `1.0` at baseline) is *the situation you put - them in*: a floored mood multiplies it up hard (roughly `×2.5` under 0.20 mood, `×1.6` under 0.35), - being held while miserable adds more (`×1.4`), a hardened record (negative reform) raises it, and — - critically — **deterrence pulls it down** (toward about `0.7` in a high-deterrence colony; a neutral, - baseline order sits at `1.0`). This is the half you control. - -## Why the bar is high - -`0.9` is a deliberately steep threshold. In the design's own words: - -> A high bar, on purpose: gangs are a symptom of a badly-run colony, not furniture. A healthy Rimworld -> — content pawns, an orderly colony — grows few gangs, if any. - -Because the two terms are **multiplied**, both have to be substantial for the product to clear `0.9`. -A nasty pawn in a happy, policed colony has a low nurture and stays out. A saintly pawn in a hellhole -has a near-zero nature and stays out. You only get a gang when a genuinely disposed pawn is *also* -neglected or unpoliced — foul streak **and** bad situation, together. - -That is the design speaking through the arithmetic: a gang is never bad luck. It is feedback. - -## Worked examples - -All numbers below use Core's documented factors; the intermediate nurture figures are rounded to show -the shape of the decision. - -| Pawn | Nature | Situation → Nurture | Product | Joins? | -|---|---|---|---|---| -| **Kind colonist**, ordinary life | `0.05 − 0.30`, floored at `0.00` | content, `≈ 1.0` | `0.00` | **No** — nature floors it | -| **Greedy prisoner**, content, policed | `0.30` | fed & high deterrence, `≈ 0.7` | `≈ 0.21` | **No** | -| **Greedy prisoner**, starved & neglected | `0.30` | mood floored + held, `≈ 3.5` | `≈ 1.05` | **Yes** | -| ...same pawn, but you raise deterrence | `0.30` | `× ≈ 0.7` → `≈ 2.45` | `≈ 0.74` | **No** — deterrence tipped them out | -| **Psychopath + Bloodlust**, mood floored | `≈ 0.85` | mood floored + held, `≈ 3.5` | `≈ 2.9` | **Yes** — nothing short of reform pulls this back | - -The middle rows are the whole game of it. The **same greedy prisoner** joins or abstains purely on how -you run the wing. The Kind colonist and the near-maxed psychopath are the fixed poles: one essentially -cannot join, the other essentially always will if you neglect them. Everyone in between is a policy -choice. - -## It works for every pawn, everywhere - -There is no "prisoners only" special case: any pawn — colonist, prisoner, slave — can run with a crew, -wherever they are. - -Membership pays no attention to a pawn's secured status. A disposed **free colonist** can run with a -crew on the outside; a **prisoner** can run with theirs on the inside; a **slave** likewise. This is -what lets a gang span the wall — an outside member and an inside member of the same crew (see -[Networks and Smuggling](Networks-and-Smuggling.md)). Being held raises nurture (misery), but it is not -a requirement. - -## The cadence: every 5000 ticks - -Gang membership is re-evaluated on a fixed interval — every **5000 ticks**, which is about **2 in-game -hours** (a RimWorld day is 60,000 ticks), or roughly **80 seconds** of real time at normal (1×) speed. -On each pass, the game: - -1. Gathers everyone on the map who currently meets the Nature × Nurture ≥ 0.9 join bar. -2. Pairs up unaffiliated members who **share a room and a bond** into gangs (see - [Affiliations and Segregation](Affiliations-and-Segregation.md)). -3. Runs one round of network resupply inside each gang (see - [Networks and Smuggling](Networks-and-Smuggling.md)). - -Because the join bar is re-checked from scratch every pass, membership is *live*: a pawn whose situation -improves until the product drops back under `0.9` simply stops being eligible to form new bonds. The -bar is not a one-time gate at recruitment — it is a standing condition the colony is continuously graded -against. - -## How to keep pawns out - -You do not fight the gang system. You lower nurture, which lowers the product, which drops pawns below -`0.9`: - -- **Feed them and give them recreation.** Mood is the biggest nurture multiplier by far. A wing above - 0.35 mood loses the `×2.5`/`×1.6` spikes entirely. -- **Keep deterrence high** (Institution: Justice). Deterrence scales nurture down toward `0.7`; a - well-policed colony is *arithmetically* less gang-prone. This is the row in the table above where the - same greedy prisoner flips from *joins* to *abstains*. -- **Reform, don't just punish.** A hardened record (negative reform) *raises* nurture; discipline that - actually reforms (positive reform) lowers it. Harsh punishment that prisonizes a pawn makes the - gang problem worse, not better. -- **Accept the two poles.** A near-maxed psychopath will run with someone the moment you slip; a Kind - pawn essentially never will. Spend your attention on the middle. - ---- -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.* diff --git a/Networks-and-Smuggling.md b/Networks-and-Smuggling.md deleted file mode 100644 index 497f97e..0000000 --- a/Networks-and-Smuggling.md +++ /dev/null @@ -1,105 +0,0 @@ -# Networks and smuggling - -*The one thing nothing else models: contraband that flows **between** pawns. A gang is a supply chain.* - -This is the core of the mod. Everything else — who joins, who fights, who is kept apart — exists to -serve or to break the network described here. A gang is not a mood aura; it is a **supply chain**, and -contraband flows along it. - -## The move - -The heart of it is a single transfer: a gangmate who is holding a stash passes one piece of it to a -gangmate who has none. Here is everything that has to be true for a piece to move: - -- both pawns are in the **same gang**; -- if both are on the map, the supplier has a **walkable path** to the customer (touch range, willing to - cross deadly danger to get there); -- there is contraband in play on the map at all; -- the supplier is actually holding at least one concealed item. - -When all of that holds, the supplier's first concealed item leaves their hands and arrives — still -hidden — on the customer. - -A few things worth reading carefully: - -- **One item per move.** It moves the first concealed item on the supplier, and exactly that. It is a - redistribution, not a duplication: the item leaves the supplier and arrives concealed on the customer. - The gang's total stash is unchanged; only *who holds it* changes. -- **Same gang, always.** Both pawns must belong to the same gang. There is no smuggling to a stranger — - the network only moves along membership. -- **The reach requirement only applies to pawns both on the map.** Two pawns physically present must - have a walkable path between them. If a member is off the active map, the reach check is skipped — - which is what allows a gang to reach across the wall to a member who is not on the map right now. - -## Why this defeats a single search - -Consider a wing of four gangmates and one shiv. You search Prisoner A and find nothing — clean. You -tick a box: *cell searched, no contraband.* But the shiv was on Prisoner C the whole time, and on the -next 5000-tick network pass it will move to whoever is out. Search C tomorrow and it may already be on -A again. - -Put plainly: - -> A gangmate holding a stash supplies one who has none, so a search that turns up nothing on one -> prisoner has not cleaned out the wing. - -A single search is a snapshot of one pawn in a network that reshuffles itself. This is the whole reason -contraband-as-a-network is worth modelling: **the unit of contraband is the wing, not the pawn.** To -clean it out you have to either search faster than it moves, or — far better — break the network. - -## The automatic resupply pass - -You never trigger a transfer by hand; the game runs it automatically on the 5000-tick pass. After -forming gangs for the pass, it runs one resupply round **per gang**: it finds the first member who *is* -hiding contraband and the first member who is *not*, and if both exist, moves one item from the holder -to the empty-handed member. - -So on each interval, every gang that has both a haves-member and a have-not-member performs **one** -transfer, moving a single item from a holder to someone empty-handed. Over several passes the effect is -that a gang tends to keep its members supplied and to spread a stash out — which is exactly what makes -a scattershot search miss it. (Only members who currently meet the join bar take part in this automatic -pass.) - -## The cross-wall move - -Because neither the join bar nor gang membership cares about a pawn's secured status, a gang can have a -**free** member and a **held** member. If the free member is holding the stash, the network resupplies -*into* the prison — the outside man passes to the inside man. A free colonist and a prisoner can be in -one gang with the stash on the free member; the transfer succeeds, and afterwards the prisoner is hiding -contraband and the colonist is not. Your prison's contraband problem is not sealed inside your prison. - -## Resupply from outside: the bent warden - -The transfer only *redistributes* what a gang already has. So what happens when you finally search the -whole wing on the same day and strip every member clean — there is nothing left to pass around? The -gang is starved. It stays starved until contraband **re-enters** from outside. - -That external source is not part of Gangs; it is **Institution: Contraband's** corruption route. A -warden's honesty varies by personality (a Greedy warden has a price), and a bent warden can *smuggle -contraband in to a prisoner*, planting a concealed item directly. That single planted item is then all -the network needs: one holder, and the next 5000-tick pass spreads it back out across everyone who can -reach. - -So the two halves of the supply picture are: - -| Mechanism | Owner | What it does | -|---|---|---| -| Passing contraband between gangmates | **Gangs** | moves existing contraband *between* gangmates who can reach each other | -| Warden smuggling | **Contraband** | injects *new* contraband from outside via a corruptible warden | - -Cut both and a gang genuinely dries up. Cut only the redistribution and a bent warden re-seeds it; cut -only the warden and any stash you missed keeps circulating. - -## How to break a network - -- **Search the whole wing at once**, not one pawn at a time. A partial sweep is a snapshot the network - routes around. -- **Segregate rivals into different, unreachable wings** (Classification, in Institution: Justice). The - reach requirement is the lever — a network whose members cannot walk to each other cannot pass - anything. This is the primary counter-play; see - [Affiliations and Segregation](Affiliations-and-Segregation.md). -- **Clean up your wardens.** If searches never seem to finish the job, you may have a Greedy warden - re-seeding the wing. Corruption is the resupply valve; personality is the fix. - ---- -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.* diff --git a/Rivalry-and-Fights.md b/Rivalry-and-Fights.md deleted file mode 100644 index 5b8dae3..0000000 --- a/Rivalry-and-Fights.md +++ /dev/null @@ -1,98 +0,0 @@ -# Rivalry and fights - -*Two gangs, one grudge. A gang fight is a **crime** — booked, attributed, and fed back into the colony's -climate of order.* - -Gangs do not just supply themselves; they collide. Where the network is about who shares, rivalry is -about who is opposed — and, crucially, about turning gang violence into something the rest of the -suite can *see* and *police*. - -## Who is a rival - -The rule is exactly as blunt as it sounds: **two pawns in two different gangs are rivals.** Both must -actually be in a gang, and it must be a *different* gang for each. As the design puts it: - -> Two pawns of DIFFERENT gangs are rivals — inside the wire or out on the street. - -Note what is *not* required. There is no separate "hostility" flag, no rival-declaration event, no -threshold to cross. The moment two crews exist, their members are rivals of one another. Rivalry is a -structural fact about who is in which gang, not a mood or a relationship value. - -Two consequences fall straight out of that: - -- **Non-members are nobody's rival.** A pawn in no gang — everyone in a healthy colony — is never a - rival to anyone, because rivalry needs *both* pawns to be in a gang. No gangs, no rivalry. -- **Same gang, never rivals.** Members of one crew are in the *same* gang, so they are not rivals. - Within a gang there is no rivalry to book; there is the network (see - [Networks and Smuggling](Networks-and-Smuggling.md)). - -Where do two *different* gangs come from in the first place? From the affiliations pawns already have — -rival factions and rival ideoligions form into separate crews. That is the subject of -[Affiliations and Segregation](Affiliations-and-Segregation.md); the short version is that gangs mesh -with the colony's existing social fault lines, so **rival factions run as rival gangs.** - -## A fight is a crime - -The payoff of tracking rivalry is what happens when rivals fight. When a rival-gang attack happens, it -is not treated as generic brawling — it is booked as a crime through the same Justice pipeline as any -other offence. - -Only rival-gang violence counts: the two pawns must be in different gangs for anything to be recorded. -A scuffle between gangmates, or between two non-members, is not a *gang* fight and is not booked. When -it *is* rival-gang violence, the whole event is recorded as a crime against the **attacker**, and that -does three things at once (they live in Institution: Justice, but this is what Gangs is leaning on): - -| Effect of booking a gang fight | Where it lands | -|---|---| -| the attacker's crime count goes up | their criminal record (Core) | -| the time of the crime is stamped to now | their criminal record (Core) | -| the colony's **deterrence** nudges **down** (a crime happened; order slipped) | Justice's deterrence system | - -## Inside the wire and out on the street are the same offence - -This is the design point the mod is emphatic about: - -> A gang fight is a CRIME — it goes on the attacker's record and moves the colony's climate through -> the same Justice loop as any other, so it can be investigated, attributed and policed. Rival-gang -> violence inside a prison and out on the street are the same offence. - -There is no separate rule for a prison-yard shanking versus a colonists' brawl in the dining room. A -fight is booked purely on whether the two pawns are rivals. A free colonist who is a gang member -attacking a rival is booked identically to a prisoner doing the same in a cell block. The gang system -does not care which side of the wall the violence is on — only that it was between rivals. - -This is what makes gang violence *legible* to the rest of the suite. A fight is not a one-off flavour -event that scrolls past in the log; it is a record entry with an attributed perpetrator and a timestamp, -which means it can be investigated, blamed on a specific pawn, and answered. - -## How it feeds deterrence — and back into joining - -Here is the loop that closes the whole suite: - -1. A rival-gang fight is booked as a crime against the attacker. -2. That nudges the colony's **deterrence down**. Order has visibly slipped. -3. Lower deterrence *raises* the nurture multiplier for **every** disposed pawn on the map (less - deterrence means a bigger multiplier). -4. Higher nurture pushes more pawns over the Nature × Nurture ≥ 0.9 join bar (see - [Joining](Joining.md)). -5. More members → more rivals → more fights available to be booked. - -Left unanswered, gang violence is self-reinforcing: each booked fight makes the next one likelier. The -brake is the other half of Justice — **punishment raises deterrence back up**, which lowers nurture, -which drops borderline pawns back under the bar. The seesaw works both ways: punishing a pawn raises the -deterrence level, and a fresh crime lowers it again. - -## How to play it - -- **Respond to booked fights.** A gang fight is real feedback that deterrence has slipped. Punishing the - attributed attacker is not just retribution — it is the mechanical lever that pulls deterrence back - up and cools the whole map's propensity. -- **Don't manufacture two gangs where there was one.** Rivalry needs two different crews. Housing pawns - of hostile factions or clashing ideoligions together is what creates the second gang and the fights - between them — see the next page. -- **Read the record, not the moment.** Because every fight is attributed to a perpetrator, a thick - record of gang violence points you at *who* to segregate, discipline, or parole — the same tools the - rest of the suite already gives you. - ---- -*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.* diff --git a/The-Compat-Harness.md b/The-Compat-Harness.md new file mode 100644 index 0000000..0ef877f --- /dev/null +++ b/The-Compat-Harness.md @@ -0,0 +1,36 @@ +# Compatibility + +Ward is built to sit alongside your existing mod list rather than elbow it aside. The trick is that +Ward mostly **adds** things — a new "psychiatric care" prisoner mode, a new building, a new room role, +new jobs — instead of rewriting how vanilla prisoners already behave. And a committed patient isn't a +new kind of pawn: they're an ordinary vanilla prisoner with an extra "treat me" flag switched on. So +any mod that already works with prisoners keeps working with a ward patient, and Ward stays out of its +way. + +Here's how Ward gets along with the popular psych and prison mods: + +| Mod | How it coexists with Ward | +|---|---| +| **Hospitality** | Hospitality manages *guests*; Ward manages *prisoners*. They ride two completely separate rails and never touch. | +| **Prison Labor** | Psychiatric care is a toggle, so you can put a patient **to work *and* in treatment at the same time**. No conflict, no either/or. | +| **Custom Prisoner Interactions** | That mod tweaks the built-in warden interactions (chat, convert, enslave, release). Ward's counselling is a *separate* job of its own, so the two don't overlap. | +| **Prison Commons** | Ward's warden work automatically respects prison-commons areas — you get that for free, without either mod knowing about the other. | +| **Psychology (unofficial) · Rim Disorders · More Mental Breaks** | These reshape the mental-break and mental-illness machinery. Ward doesn't touch that machinery — it just nudges the break *threshold* the way a mood effect would — so they all stack. | +| **Prisoner Realism** | It changes how the game decides what counts as a prison cell. Ward's ward role sits on top of that without breaking containment — a ward is still a prison cell. | +| **Locks · Restraints · Prisoner Recreation** | All fine. They touch prisoner behaviours Ward leaves alone. | +| **Dubs Bad Hygiene** | No overlap at all. | +| **Royalty · Ideology · Biotech** | Ward works with or without the DLC. Psychiatric care is available even if you don't run Ideology's ideoligions. | + +The general rule: because Ward *adds* rather than *overrides*, it should also coexist with prison and +psych mods that aren't on this list. If you ever find one it genuinely fights, that's a bug worth +reporting — Ward's whole design is built around not doing that. + +--- + +## Part of the Institution suite + +The Institution suite — **Institution: Core**, **Institution: Contraband**, **Institution: Justice**, +**Institution: Gangs**, **Foul Play**, and **Institution: Ward** — is a set of RimWorld 1.6 mods about +what an institution does to the people inside it. Each stands alone; together they interlock. Ward's +psychiatric ward is a secure context where a committed patient can conceal and improvise contraband +exactly as a prisoner can, because they ride the same prisoner rail the rest of the suite polices.