Player-facing wiki rewrite
+115
@@ -0,0 +1,115 @@
|
||||
# Classification
|
||||
|
||||
*The intelligence layer over the wings you already build by hand.*
|
||||
|
||||
You already build a minimum wing and a max block. You already put the psychopath behind steel and the
|
||||
teenage pickpocket behind a wooden door. Classification does not replace those walls, cells and locks —
|
||||
it answers the question vanilla never does: **who belongs where.** It reads the one shared record every
|
||||
part of the suite writes to and turns it into a single verdict, so the crime system, the search, the
|
||||
escape and the classifier all agree on how dangerous a pawn is, because they read the same number.
|
||||
|
||||
Grade drives everything downstream: search frequency, privileges, escape risk, and — critically —
|
||||
parole eligibility ([Parole](Parole.md) gates on grade).
|
||||
|
||||
> The isolation *toll* of a max/solitary placement is Prisoner Realism's (good) sim. Corrections only
|
||||
> decides the placement.
|
||||
|
||||
---
|
||||
|
||||
## The tiers
|
||||
|
||||
Every held pawn falls into one of four security grades, low to high — the tiers you already build,
|
||||
named:
|
||||
|
||||
| Grade | Risk score | Reading |
|
||||
|---|---|---|
|
||||
| **Minimum** | below 0.35 | Barely a disposition, clean record. Open dorm, light watch. |
|
||||
| **Medium** | 0.35 – 0.79 | A real record or a real nature. Proper cell, routine search. The parole ceiling. |
|
||||
| **Maximum** | 0.80 – 1.49 | Repeat offender or proven flight risk. Steel, solitary door, frequent search. |
|
||||
| **Supermax** | 1.5 and up | The headline cases. Escapes plus crimes plus a dark nature. Never let them near a wall. |
|
||||
|
||||
Note the ceiling at **Medium**: [Parole](Parole.md) will only consider a pawn graded Medium or below.
|
||||
Grade is therefore not just a placement hint — it is the gate a pawn has to fall back through before
|
||||
they can be released.
|
||||
|
||||
---
|
||||
|
||||
## The risk score
|
||||
|
||||
Risk is a number from 0 to about 3: baseline disposition, plus everything on the record, minus reform
|
||||
earned. Each thing a prisoner has done adds a fixed amount:
|
||||
|
||||
| What it counts | Adds to risk | Why this weight |
|
||||
|---|---|---|
|
||||
| **Nature** (0 to 1) | nature × 0.5 | Disposition alone can carry a pawn to Medium (nature 0.7+), but never past it on its own. Character is a suspicion, not a conviction. |
|
||||
| **Each escape attempt** | +0.35 | The heaviest per-event term. A pawn who *runs* is the one who ends up armed in your base. One attempt is worth nearly two crimes. |
|
||||
| **Each crime committed** | +0.20 | The staple. Steady, cumulative. |
|
||||
| **Each time caught** | +0.15 | Caught contraband is worse than merely suspected. |
|
||||
| **Each contraband item made** | +0.10 | The lightest term — making a shiv is common; escaping with one is not. |
|
||||
| **Reform earned** | up to −0.4 | The only thing that *lowers* the grade. At most −0.4, since reform caps at 1.0. |
|
||||
|
||||
The total is never allowed below zero.
|
||||
|
||||
Two facts fall out of the numbers, and both matter for how you play:
|
||||
|
||||
- **Searching a prisoner does not raise their risk.** Only *finding* something does — a search that
|
||||
turns up nothing costs the prisoner no grade. Search freely.
|
||||
- **Reform can shift at most 0.4 of risk.** At full reform (1.0), the downgrade is −0.4. So a pawn
|
||||
whose record *without reform* already totals 1.2 or more can never fall to Medium (below 0.8) no
|
||||
matter how thoroughly they reform — and therefore can **never be paroled**. A prolific offender is a
|
||||
life sentence. You will hold them, work them, or execute them; you will not release them. This is a
|
||||
deliberate property of the weights, not an accident.
|
||||
|
||||
---
|
||||
|
||||
## Worked example — grading a record
|
||||
|
||||
**Bram**, an Abrasive raider, has a nature of 0.20. He has three crimes, one escape attempt, was caught
|
||||
twice, made two shivs, and has not been reformed. Add it up:
|
||||
|
||||
| Source | Contribution |
|
||||
|---|---|
|
||||
| nature 0.20 × 0.5 | 0.100 |
|
||||
| 1 escape × 0.35 | 0.350 (the headline) |
|
||||
| 3 crimes × 0.20 | 0.600 |
|
||||
| caught twice × 0.15 | 0.300 |
|
||||
| 2 shivs × 0.10 | 0.200 |
|
||||
| no reform | 0.000 |
|
||||
| **total** | **1.550** → Supermax |
|
||||
|
||||
Now treat him. Say patient handling and good conduct lift his reform to 0.40. That subtracts
|
||||
0.40 × 0.4 = 0.16, dropping his risk to **1.39 → Maximum.** He falls a band.
|
||||
|
||||
But notice: his reform-*less* risk is 1.55, well above 1.2. Even at perfect reform (1.0) he lands at
|
||||
1.55 − 0.40 = 1.15 — still Maximum. **Bram is beyond parole for the rest of his life.** His record
|
||||
decided that, not his disposition.
|
||||
|
||||
Contrast **Cass**, a Kind pickpocket whose gentle nature floors her nature term at 0. She has one
|
||||
crime, was caught once, no escapes, no contraband, no reform yet. Her risk is
|
||||
(1 × 0.20) + (1 × 0.15) = **0.35 → Medium**, exactly on the line.
|
||||
|
||||
Give Cass the standard treatment up to reform 0.30. That subtracts 0.30 × 0.4 = 0.12, dropping her to
|
||||
**0.23 → Minimum.** Cass is now Minimum, and — being Medium-or-below with reform at least 0.30 —
|
||||
**paroleable.** Same institution, two futures, and the record told you which was which before you had
|
||||
to guess.
|
||||
|
||||
---
|
||||
|
||||
## How to play with grades
|
||||
|
||||
- **Segregate by grade, not by vibe.** Sort your cells to the four bands and put a pawn where their
|
||||
score, not your hunch, says. The whole suite reads the record; you can too.
|
||||
- **Escapes are the alarm.** One escape attempt (+0.35) will jump a middling pawn a band. If a pawn
|
||||
crosses into Maximum after a break attempt, believe it — treat them as the flight risk the number
|
||||
says they are.
|
||||
- **A clean nature is not a clean record.** A Kind pawn who has escaped twice still grades Maximum;
|
||||
disposition is only half the score.
|
||||
- **Watch the parole ceiling.** If you intend to release someone, keep their reform-less risk under
|
||||
1.2 — mostly that means limiting how deep their record gets *before* you start treating them. A pawn
|
||||
you let rack up escapes and catches has sentenced themselves.
|
||||
- **Reform is the only lever that lowers a grade.** See [Discipline & Reform](Discipline-and-Reform.md)
|
||||
for how to move it, and [Parole](Parole.md) for where the grade gate lands.
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
|
||||
-130
@@ -1,130 +0,0 @@
|
||||
# Deterrence — the feedback loop
|
||||
|
||||
*The connection that turns the pipeline into a cycle.*
|
||||
|
||||
This is the part that makes policing **govern** rather than merely clean up. Everything else in Justice
|
||||
reacts to one pawn: this reacts to the *whole colony*, and it feeds **back** into every pawn's
|
||||
disposition. Crime that goes unanswered emboldens everyone a little; visible justice deters everyone a
|
||||
little. The reason to punish is not just this prisoner — it is the message it sends the rest, and here
|
||||
that message is a number they all read.
|
||||
|
||||
---
|
||||
|
||||
## The climate of order
|
||||
|
||||
Every colony carries one order value:
|
||||
|
||||
| | |
|
||||
|---|---|
|
||||
| **Range** | 0.0 (lawless) … 1.0 (iron) |
|
||||
| **Baseline** | 0.5 — an ordinary colony |
|
||||
| **Below baseline** | crime pays; dispositions run **hot** |
|
||||
| **Above baseline** | order holds; dispositions run **cool** |
|
||||
|
||||
It is nudged by two events and, left alone, forgets.
|
||||
|
||||
### The nudges
|
||||
|
||||
| Event | Nudge |
|
||||
|---|---|
|
||||
| A crime, unanswered | **−0.08** |
|
||||
| Visible justice done (a punishment) | **+0.12** |
|
||||
|
||||
Both stay clamped to the 0–1 range. Note the asymmetry: **punishment (+0.12) outweighs crime (−0.08)
|
||||
by 1.5×.** A colony that answers every offence does not merely break even — it ratchets *above*
|
||||
baseline into "order holds" territory. This is the deterrence dividend, and it is deliberate: justice
|
||||
seen to be done buys more order than the crime cost.
|
||||
|
||||
The same crime that moves the climate also marks the culprit's record — the offence that shifts the
|
||||
colony's mood is the one classification and parole will remember later. A punishment moves only the
|
||||
climate; the reform side of a punishment — how the offender themselves changes — is
|
||||
[Discipline](Discipline-and-Reform.md)'s job.
|
||||
|
||||
### The drift
|
||||
|
||||
Memory fades. With nothing happening, the climate creeps back toward ordinary at about **0.0015 every
|
||||
in-game while (roughly one nudge every 2500 ticks)** — which works out to:
|
||||
|
||||
**drift per in-game day ≈ 0.036**
|
||||
|
||||
So a single unanswered crime (−0.08) takes roughly `0.08 / 0.036 ≈ 2.2 days` to heal on its own — or
|
||||
one punishment (+0.12) to over-answer instantly. An iron colony you stop maintaining slides back to
|
||||
baseline over about two weeks; it does not stay stern for free.
|
||||
|
||||
---
|
||||
|
||||
## The feedback — how it reaches every pawn
|
||||
|
||||
This is the loop. The climate is read back into every colonist's upbringing as a multiplier on their
|
||||
propensity:
|
||||
|
||||
| Order level | Factor | Effect on every pawn's disposition |
|
||||
|---|---|---|
|
||||
| 0.00 (lawless) | **1.300** | +30% hotter — crime pays, everyone feels it |
|
||||
| 0.30 | 1.120 | +12% |
|
||||
| **0.50 (baseline)** | **1.000** | **neutral — a default colony sits exactly here** |
|
||||
| 0.70 | 0.880 | −12% |
|
||||
| 0.90 | 0.760 | −24% |
|
||||
| 1.00 (iron) | **0.700** | −30% cooler — order holds, everyone calms |
|
||||
|
||||
Two things to notice:
|
||||
|
||||
- **Baseline is the neutral point, by design.** A default colony sits at 0.5, which is a factor of
|
||||
exactly 1.0 — ordinary order neither inflames nor calms. That symmetry is deliberate. If baseline
|
||||
ran hot, ordinary order would nudge propensity up, breed a little more crime, drop order, and feed a
|
||||
slow runaway. Neutral-at-baseline means only a colony that lets order *slide below* ordinary earns
|
||||
the hot multiplier, and only one that pushes *above* it earns the calm.
|
||||
- **The swing is 0.7× to 1.3×, symmetric around 1.0** — a ±30% spread applied to *everyone's*
|
||||
disposition at once. This is the multiplier that makes catching one pawn matter to the disposition of
|
||||
the rest.
|
||||
|
||||
### When it applies
|
||||
|
||||
This bending of behaviour only happens while **Policing is installed**. Core on its own reads a flat,
|
||||
neutral 1.0 — colonists are indifferent to order — and only Policing wires the climate into their
|
||||
disposition. A colonist who is off the map (in a caravan, in transit) has no local climate to read, so
|
||||
they fall back to neutral too.
|
||||
|
||||
---
|
||||
|
||||
## Worked example — a day at the institution
|
||||
|
||||
The colony starts at baseline 0.5 (factor 1.05). Over one day:
|
||||
|
||||
| Step | Event | Order level | Factor |
|
||||
|---|---|---|---|
|
||||
| start | — | 0.50 | 1.050 |
|
||||
| 1 | Prisoner A shanks a guard (crime, unanswered) | 0.42 | 1.106 |
|
||||
| 2 | Prisoner B foments trouble (crime, unanswered) | 0.34 | 1.162 |
|
||||
| 3 | Warden punishes A | 0.46 | 1.078 |
|
||||
| 4 | Warden punishes B | 0.58 | 0.994 |
|
||||
| overnight | nothing happens, drift ≈ −0.036 toward 0.5 | 0.544 | 1.019 |
|
||||
|
||||
Two crimes cost −0.16; two punishments returned +0.24. The colony ends the day at 0.58 — **above**
|
||||
where it started — because punishment out-answers crime. Every pawn's disposition dipped hotter as the
|
||||
crimes landed (1.05 → 1.16) and then cooled below neutral once order was reasserted (0.994). By morning
|
||||
the drift has begun erasing the gain, and if nothing keeps the pressure on, the colony sinks back to its
|
||||
slightly-hot baseline over the next couple of weeks.
|
||||
|
||||
That arc — hot when crime pays, cool when justice is seen, forgetful when neither happens — is the
|
||||
whole reason discipline is not inert. You are not punishing a pawn; you are setting the temperature of
|
||||
the room.
|
||||
|
||||
---
|
||||
|
||||
## How to play with deterrence
|
||||
|
||||
- **Answer crime, visibly and promptly.** Each punishment is worth 1.5 crimes of order. A colony that
|
||||
reliably punishes climbs *above* baseline and cools everyone; a colony that lets offences slide
|
||||
sinks below and heats everyone — a spiral, because hotter pawns commit more crime.
|
||||
- **Don't coast on a past crackdown.** The climate drifts back to baseline at 0.036/day. Order is a
|
||||
maintenance cost, not a one-time purchase.
|
||||
- **Push past baseline if you want calm.** Neutral disposition needs an order level of about 0.571;
|
||||
ordinary (0.5) still runs 5% hot. A steady rhythm of caught-and-punished offences is what holds you
|
||||
there.
|
||||
- **A lawless spell is self-feeding.** At an order level of 0.3 every pawn is 1.19× more disposed; more
|
||||
crime follows, driving the level lower still. Break the cycle with punishments, not patience.
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
|
||||
@@ -0,0 +1,111 @@
|
||||
# Discipline & Reform
|
||||
|
||||
*Punishment as an action, with a self-complete payoff — and the seat of institutionalization.*
|
||||
|
||||
> This page is the **numbers** — what a disciplinary act does to reform and order. What *drives* it in
|
||||
> play (a warden's rehabilitation sessions, and neglect that hardens) is [Rehabilitation](Rehabilitation.md).
|
||||
|
||||
Punishment does two things at once, on two different axes:
|
||||
|
||||
1. **It deters the colony.** Order seen to be done raises the climate of order for everyone: any act of
|
||||
discipline adds **+0.12** to the colony's order. See [Deterrence](Deterrence.md).
|
||||
2. **It reshapes the punished.** A harsh hand *prisonizes* — the pawn hardens, reform falls, their
|
||||
disposition climbs for good. A corrective hand *rehabilitates* — reform rises, their disposition
|
||||
cools for good.
|
||||
|
||||
Both effects belong to Corrections, so discipline is never inert. Prisoner Realism owns the passive
|
||||
*toll* of isolation (a good sim of how solitary *feels*); Corrections owns the *order* it produces and
|
||||
the persistent *shift* it leaves on the pawn. When both mods are present, PR's solitary deterioration
|
||||
deepens the felt experience on top — it does not replace this.
|
||||
|
||||
---
|
||||
|
||||
## The two hands
|
||||
|
||||
Every disciplinary act moves the prisoner's **reform** score, in one of two directions:
|
||||
|
||||
| The hand | Reform change | Meaning |
|
||||
|---|---|---|
|
||||
| **Harsh** | **−0.15** | Beatings, deprivation, the hard hand. Hardens — "prisonization." |
|
||||
| **Corrective** | **+0.10** | Correction, structure, rewarded good conduct. Rehabilitates. |
|
||||
|
||||
Either way, the act also adds **+0.12** to the colony's order — the colony sees order done, whoever it
|
||||
was done to.
|
||||
|
||||
Reform lives on the shared record, clamped between −1 and +1:
|
||||
|
||||
| Reform | Reading |
|
||||
|---|---|
|
||||
| **+1.0** | Fully rehabilitated |
|
||||
| **0.0** | Untouched — as they came in |
|
||||
| **−1.0** | Fully hardened, institutionalized |
|
||||
|
||||
Note the asymmetry: **harsh (−0.15) moves faster than gentle (+0.10).** It takes three corrective acts
|
||||
to build +0.30 of reform; two harsh acts to tear down −0.30. Damage is quicker than repair — as it
|
||||
should be.
|
||||
|
||||
---
|
||||
|
||||
## How reform becomes disposition
|
||||
|
||||
Reform is not a status effect or a mood buff. It feeds straight back into a pawn's **disposition** —
|
||||
Core's underlying "would they act out?" multiplier — scaling their whole disposition up or down and
|
||||
keeping it there. The size of that scaling is set entirely by reform:
|
||||
|
||||
| Reform | Disposition factor | Effect |
|
||||
|---|---|---|
|
||||
| −1.00 (hardened) | **1.500** | +50% more disposed — permanently |
|
||||
| −0.30 | 1.150 | +15% |
|
||||
| −0.15 (one harsh act) | 1.075 | +7.5% |
|
||||
| 0.00 | 1.000 | untouched |
|
||||
| +0.10 (one gentle act) | 0.950 | −5% |
|
||||
| +0.30 (parole threshold) | 0.850 | −15% |
|
||||
| +1.00 (rehabilitated) | **0.500** | −50% less disposed — permanently |
|
||||
|
||||
Because reform is clamped between −1 and +1, the factor spans 0.5× to 1.5×. **This is the whole
|
||||
trick.** Institutionalization and recidivism are not a parallel mechanic bolted on the side — they are
|
||||
*one number the disposition already reads*. A hardened pawn is not flagged "recidivist"; they simply
|
||||
carry a negative reform that makes every "would they?" roll for the rest of their life come up hot.
|
||||
Discipline and Parole are what *move* reform; disposition only *reads* it — which is how
|
||||
institutionalization emerges without a second system.
|
||||
|
||||
---
|
||||
|
||||
## Worked example — two sentences
|
||||
|
||||
Take a fresh prisoner with reform 0, badly kept: mood 0.30, held. Before any reform, their disposition
|
||||
is already running hot — a bad mood (×1.6) and a held-and-unhappy cell (×1.4) combine, and with the
|
||||
colony at baseline the pawn sits around **2.35× disposition**.
|
||||
|
||||
**The hard hand.** You beat them into line — three harsh punishments take reform to −0.45. At that
|
||||
reform the disposition factor is 1.225, so their disposition is now 2.35 × 1.225 ≈ **2.88 — +22% hotter
|
||||
than when they arrived**, forever, independent of mood. You have made them more criminal, not less.
|
||||
This is prisonization: the sentence itself became the cause. (You did buy +0.36 of colony order along
|
||||
the way — order today, at the cost of the pawn's tomorrow.)
|
||||
|
||||
**The corrective hand.** Instead you structure and reward — three gentle punishments *and* you fix
|
||||
their conditions (recreation, decent cell) so mood recovers to 0.55. Reform rises to +0.30, and the
|
||||
recovered mood drops the "badly kept" and "held-and-unhappy" penalties entirely. The disposition factor
|
||||
at +0.30 reform is 0.85, so their disposition is now roughly **0.89 — below neutral.** The same pawn who
|
||||
would have been 2.88 disposed is now 0.89. And at reform 0.30 with a low enough grade they have crossed
|
||||
the [Parole](Parole.md) threshold. Same institution, opposite outcomes — decided by which hand you used.
|
||||
|
||||
---
|
||||
|
||||
## How to play with discipline
|
||||
|
||||
- **Harsh is a lever, not a punishment button.** It buys colony order *now* (+0.12) at the price of the
|
||||
pawn's disposition *forever* (−0.15 reform → hotter disposition). Use it when you need the deterrence
|
||||
and never intend to release the pawn — a Supermax lifer you are only ever going to hold.
|
||||
- **Gentle is how anyone gets out.** Parole needs reform 0.30 or higher; only the corrective hand
|
||||
builds it. Three gentle acts is the floor.
|
||||
- **Damage compounds; repair is slow.** −0.15 vs +0.10 means a pawn you brutalize early is expensive to
|
||||
bring back — and a hardened pawn commits more crime, which sinks the climate, which makes *everyone*
|
||||
worse. Don't harden pawns you might want later.
|
||||
- **Conditions and discipline stack.** Reform shifts disposition permanently; mood, neglect and
|
||||
deterrence shift it live (see [Regime](Regime.md) and [Deterrence](Deterrence.md)). A reformed pawn
|
||||
in a well-run wing is calm on two axes at once.
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
|
||||
+25
-29
@@ -1,16 +1,13 @@
|
||||
# Institution: Policing
|
||||
# Institution: Corrections
|
||||
|
||||
*The enforcement and order layer — the pre-arrest half of the law — of the **Institution** suite of
|
||||
RimWorld 1.6 mods.*
|
||||
*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 keeps a rap sheet no one reads, and your own colonists never break the law. Policing
|
||||
gives the colony a **climate of law and order**: colonists offend on a spectrum of criminal
|
||||
propensity, the law catches them, and catching one changes how the rest behave.
|
||||
|
||||
> **Catching and punishing one pawn changes the disposition of the rest.**
|
||||
|
||||
That is the difference between enforcement that *cleans up* and enforcement that **governs** — the
|
||||
reason to punish an offender is the message it sends everyone else quietly deciding whether crime pays.
|
||||
Vanilla RimWorld's prisoners are interchangeable mood-boxes; a "maximum security" wing is a decoration
|
||||
the sim never acknowledges, and a warden's work never changes who a pawn becomes. **Corrections turns
|
||||
the prison into a regime you run** — it grades every held pawn from what they have actually done,
|
||||
tracks a *reform* score that decides whether a sentence hardens or heals a prisoner, gates release on
|
||||
it, and gives prisoners the recreation need vanilla flatly denies them.
|
||||
|
||||
---
|
||||
|
||||
@@ -18,34 +15,33 @@ reason to punish an offender is the message it sends everyone else quietly decid
|
||||
|
||||
| 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.
|
||||
| **[Classification](Classification.md)** | Grades held pawns Minimum..Supermax from a risk score over their record; wall-mounted security markers grade a whole wing; misplacement alerts. |
|
||||
| **[Discipline & Reform](Discipline-and-Reform.md)** | Punishment moves the reform score — harden ("prisonized") vs. rehabilitate. The seat of institutionalization and recidivism. |
|
||||
| **[Rehabilitation](Rehabilitation.md)** | The warden work that drives the arc: counselling sessions move reform and colony order, a parole alert and release, neglect that hardens. |
|
||||
| **[Parole](Parole.md)** | Release a reformed, low-grade prisoner as a free colonist; with Ideology, your execution stance sets the bar. |
|
||||
| **[Regime](Regime.md)** | Prisoner recreation (Yard/Lockup schedule via Prison Labor's timetable), visitation, cell-safety. |
|
||||
|
||||
---
|
||||
|
||||
## The one shared record
|
||||
## 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.
|
||||
Corrections keeps no crime history of its own. Every held pawn carries a single record that
|
||||
**Institution: Core** maintains — the same record Contraband, Policing, and the gang systems all read
|
||||
and write. Discipline and Parole write the *reform* and *pardon* onto it; classification grades and the
|
||||
release gate read back over every counter its siblings feed in. Reform and rehabilitation run on Core's
|
||||
shared treatment system, the same one Ward's psychiatric care uses — so a prisoner's whole arc, from
|
||||
first crime to parole, is one continuous history rather than a pile of separate flags.
|
||||
|
||||
---
|
||||
|
||||
## Requirements & load order
|
||||
|
||||
- **RimWorld 1.6**
|
||||
- **Institution: Core** — required (the 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.
|
||||
- **Institution: Core** — required (the disposition, record, and treatment systems)
|
||||
- **Institution: Policing** — required (the shared climate of order: discipline and rehab nudge it, the
|
||||
inspect pane reads it)
|
||||
- **Harmony** — required (Regime's prisoner-recreation feature)
|
||||
- Load **after** Core, Policing, and Harmony.
|
||||
|
||||
---
|
||||
|
||||
|
||||
+115
@@ -0,0 +1,115 @@
|
||||
# Parole
|
||||
|
||||
*Release, driven by what the pawn has become.*
|
||||
|
||||
> This page is the release **decision**. The warden work that acts on it — the "Ready for parole" alert
|
||||
> and the release that frees a parolee back into the colony — is [Rehabilitation](Rehabilitation.md).
|
||||
|
||||
Parole is the end of the arc, and it is deliberately a *decision*, not a mechanic that rebuilds the
|
||||
game's release flow. It asks one question — **is this pawn ready?** — and answers it from two things
|
||||
already on the record: the reform the sentence earned (or failed to earn), and the grade the record
|
||||
warrants.
|
||||
|
||||
> The *return* outcome — a grateful ally, a vengeful raider — is Prisoner Realism's Recidivism, a good
|
||||
> sim Corrections does not rebuild. Corrections' mirror is the parolee who **stays** and may reoffend,
|
||||
> carrying their record into the colony.
|
||||
|
||||
---
|
||||
|
||||
## The gate
|
||||
|
||||
A prisoner can be paroled only when **all three** of these hold:
|
||||
|
||||
| Condition | Threshold | Why |
|
||||
|---|---|---|
|
||||
| Not already pardoned | never released before | Release is one-way; you can't re-parole. |
|
||||
| Genuinely reformed | reform 0.30 or higher | Proof the sentence *healed* rather than hardened. Three corrective acts minimum. |
|
||||
| Low enough grade | grade Medium or below (risk under 0.8) | Reform of attitude is not enough — the *record* must have cooled to something you'd let out. |
|
||||
|
||||
A pawn with **no record at all** is releasable trivially (there is nothing to hold them). Everyone else
|
||||
has to earn all three.
|
||||
|
||||
The grade gate and the reform gate interact in a way worth internalizing. Because reform subtracts at
|
||||
most 0.4 from risk ([Classification](Classification.md)), a pawn whose reform-*less* risk is 1.2 or more
|
||||
can never reach Medium — so **no amount of reform will ever parole a prolific offender.** Parole is for
|
||||
pawns whose record stayed shallow enough that treatment can pull them back under the ceiling. Let a pawn
|
||||
rack up escapes and catches and you have quietly converted them into a lifer, whatever their attitude.
|
||||
|
||||
---
|
||||
|
||||
## Release
|
||||
|
||||
Releasing a parolee marks a **pardon** on their record. Vanilla does the actual freeing; the pardon is
|
||||
Corrections' memory that this pawn was let out after genuine reform, so reintegration can grant a clean
|
||||
slate and the pawn won't be offered for parole twice. A modest faction-goodwill / relationship nudge for
|
||||
a well-handled release is the immediate payoff.
|
||||
|
||||
---
|
||||
|
||||
## The whole arc
|
||||
|
||||
The pawn moves through every stage in turn, and each one writes the record the next one reads:
|
||||
|
||||
| Stage | Where it lives | What moves | What's recorded |
|
||||
|---|---|---|---|
|
||||
| 1. Crime | [Deterrence](Deterrence.md) | Climate −0.08; the colony runs hot | a crime, and when it happened |
|
||||
| 2. Caught & held | [Classification](Classification.md) | A grade is assigned from the record | reads every counter |
|
||||
| 3. Discipline | [Discipline](Discipline-and-Reform.md) | Reform moves ±; climate +0.12 | reform |
|
||||
| 4. Reform | [Discipline](Discipline-and-Reform.md) → Core | Disposition cools as reform rises | reform (read by disposition) |
|
||||
| 5. Regrade | [Classification](Classification.md) | Reform subtracts risk; grade falls | reads reform |
|
||||
| 6. **Parole** | this page | Gate opens at reform 0.30 **and** grade Medium or below | reads reform and pardon; sets pardon |
|
||||
|
||||
It is a loop, not a line: the crime that opens stage 1 also cools the colony's climate, which the *next*
|
||||
pawn's disposition reads — so one pawn's whole sentence is faintly present in every other pawn's odds.
|
||||
|
||||
---
|
||||
|
||||
## Worked example — a sentence that ends in release
|
||||
|
||||
**Cass**, a Kind pickpocket whose gentle nature floors her nature term at 0. She arrives with one crime,
|
||||
caught once, no escapes, no contraband, no reform yet. Her risk is (1 × 0.20) + (1 × 0.15) = **0.35 →
|
||||
Medium.** She is already Medium-or-below, so the *grade* gate is met — but her reform is 0, so she is not
|
||||
yet releasable.
|
||||
|
||||
You give her the corrective hand three times (structure, rewarded conduct) and fix her cell so she
|
||||
isn't stewing. Reform rises to 0.30, which subtracts 0.30 × 0.4 = 0.12 from her risk, dropping her to
|
||||
**0.23 → Minimum.** Now all three gates are met — reform at least 0.30, Minimum is below Medium, and
|
||||
she's never been pardoned — so **Cass is paroleable.** Pardon her and she walks.
|
||||
|
||||
Contrast **Bram** from the Classification page, whose reform-less risk of 1.55 keeps him at Maximum even
|
||||
at full reform — the grade gate never opens for him, so he can never be paroled. Two prisoners, the same
|
||||
treatment, and the record decides which one you can ever let go.
|
||||
|
||||
---
|
||||
|
||||
## A note on record cleanup
|
||||
|
||||
A pawn with a completely empty record — no crimes, no escapes, no contraband, no catches, no reform, no
|
||||
pardon — is forgotten on save/load (Core prunes blank and dead-pawn records). A *pardoned* pawn is
|
||||
therefore **not** empty, and their record persists: the pardon is remembered. This is why a released
|
||||
parolee who stays and reoffends still carries their history — Corrections does not forget that they were
|
||||
once let out.
|
||||
|
||||
---
|
||||
|
||||
## Ideology-flavoured thresholds
|
||||
|
||||
Precepts layer on top of this baseline, not under it: an execution-favouring ideoligion paroles rarely,
|
||||
a lenient one readily. The gate above is the baseline those precepts modulate — the floor beneath the
|
||||
flavour, so the decision is coherent whether or not Ideology is installed.
|
||||
|
||||
---
|
||||
|
||||
## How to play with parole
|
||||
|
||||
- **Parole is earned, not granted.** You cannot release your way out of a deep record. Decide early
|
||||
whether a pawn is a keep-or-release case and treat (gently) the ones you mean to free.
|
||||
- **Reform 0.30 is three gentle acts, minimum.** Nothing faster reaches it. Start early.
|
||||
- **Keep the record shallow if you want the option.** Every escape (+0.35) and catch (+0.15) you let
|
||||
accumulate pushes a pawn toward the unparoleable side of the 1.2 line.
|
||||
- **A parolee who stays is a Corrections case, not a farewell.** They carry their record; if conditions
|
||||
sour, their disposition (still reading their history) can put them back on it.
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
|
||||
-114
@@ -1,114 +0,0 @@
|
||||
# Policing — the pre-arrest half
|
||||
|
||||
*The other half of the loop. Where the rest of Justice deals with people the colony has already
|
||||
caught, **policing** is what happens before the cell door: your own colonists commit crimes on the
|
||||
propensity spectrum, the colony investigates, and — sometimes — arrests.*
|
||||
|
||||
It is a big behavioural change (your colonists become potential criminals), so it has **its own
|
||||
toggle** in the mod settings, on by default. Turn it off to run the rest of Justice — classification,
|
||||
deterrence, discipline, parole, regime — without colony crime.
|
||||
|
||||
---
|
||||
|
||||
## The loop
|
||||
|
||||
**crime → witnessed / investigated → weighed arrest (resist?) → prison → … → parole → recidivism**
|
||||
|
||||
Every stage draws on the same shared systems — each colonist's propensity, the one shared criminal
|
||||
record, the climate of order — so policing is not a bolt-on: the record it writes is the record
|
||||
classification grades on and discipline reforms.
|
||||
|
||||
## Crime — and why small colonies stay honest
|
||||
|
||||
Every ~40 seconds, each free colonist gets a hidden roll to offend. The base chance is low (about
|
||||
6% per roll) and it is multiplied hard by nature × nurture — almost nobody with an ordinary
|
||||
disposition ever does anything. But it is *also* multiplied by **crime cover**:
|
||||
|
||||
| Free colonists | Crime cover |
|
||||
|---|---|
|
||||
| ≤ 3 | 0.15 |
|
||||
| ~8 | ~0.6 |
|
||||
| ≥ 13 | 1.0 |
|
||||
|
||||
In a tight 2–3 pawn colony everyone knows everyone and retribution is certain even without a jail, so
|
||||
crime is **rare**; a larger, more anonymous colony offers cover. This is a deliberate inversion of the
|
||||
naive "no enforcement → more crime": a small colony is kept honest by its own closeness, not by a
|
||||
constable.
|
||||
|
||||
A crime is one of **theft**, **vandalism**, or **assault** — leaning on who the culprit is (a
|
||||
kleptomaniac steals, a bloodlusty pawn assaults, a pyromaniac vandalizes).
|
||||
|
||||
## Consequences — the stakes
|
||||
|
||||
A crime leaves a mark the colony can *see*:
|
||||
|
||||
- **Theft** lifts a small stack of the colony's goods and the thief **pockets it**. RimWorld has no
|
||||
per-person property (stockpiles are communal), so theft is theft from the common store — but the
|
||||
culprit now physically carries what they took, a natural evidence trail a search can pick up.
|
||||
- **Vandalism** damages a nearby colony building.
|
||||
- **Assault** gives a nearby colonist a light, down-safe knock — and the culprit chooses their mark
|
||||
**wisely**: someone they resent (motive), who is weak (little retribution), and unwatched (few
|
||||
witnesses).
|
||||
- **Relationships fray.** An assault victim thinks much worse of their attacker immediately (they saw
|
||||
who did it); and when investigation *names* a culprit, the whole colony's opinion of them drops.
|
||||
- The colony is **notified** a crime happened — culprit unknown.
|
||||
|
||||
## Witnesses and investigation
|
||||
|
||||
A crime is not equally solvable. Colonists who were near enough to **see** it are witnesses, and each
|
||||
is a partial lead — a witnessed crime starts up to 80% of the way to solved before anyone lifts a
|
||||
finger; an unseen one is a **cold case** worked from nothing.
|
||||
|
||||
Investigation then builds evidence toward a full, named solve two ways:
|
||||
|
||||
- **Ambient** progress, scaled by how many colonists the colony can spare — a background trickle from
|
||||
everyone keeping an eye out, faster when the colony has people to spare.
|
||||
- **The policing work type.** Assign a colonist to *policing* and they walk to open **crime scenes**
|
||||
and work them, adding a chunk of evidence scaled by their Intellectual + Social skill. A sharp
|
||||
constable cracks cases fast; a colony that spares no one lets them go cold.
|
||||
|
||||
## The weighed arrest
|
||||
|
||||
A solved case does **not** mean an automatic arrest. Fellow-colonist cops will not gut the colony to
|
||||
jail someone over a petty crime — the arrest is a cost/benefit call, and it goes ahead only when both
|
||||
are true: the colony can **afford a prison**, and the crime is **serious enough** to clear a bar that
|
||||
rises with how valuable the culprit is.
|
||||
|
||||
- **Severity** — the crime's kind (theft 1 · vandalism 1.5 · assault 2.5), escalated by the culprit's
|
||||
record (a rap sheet and prior escapes compound).
|
||||
- **Value** — 0..1 from the culprit's best skills. The bar sits at about 1.5 for an expendable pawn
|
||||
and climbs by three times the culprit's value — so a star colonist raises it to about 4.5.
|
||||
- **Capacity** — **below ~5 colonists, or with no prison bed, the colony arrests no one.** A prisoner
|
||||
plus a warden would cripple a small colony. Capacity ramps up as the colony grows.
|
||||
|
||||
So a petty crime by your only doctor → they walk. A murder → arrested regardless. And a crime that
|
||||
paid, unanswered, erodes the climate of order a little more (crime emboldens).
|
||||
|
||||
## Resisting arrest
|
||||
|
||||
The disposed do not go quietly (seeded by nature × nurture):
|
||||
|
||||
- **Comply** → taken in cleanly (they become a prisoner of the colony — imprisonment is direct, and it
|
||||
survives guest-management mods like Hospitality).
|
||||
- **Resist** → the violent turn **berserk**, the rest **flee**. A botched arrest becomes a crisis the
|
||||
colony must handle the hard way, and openly defying arrest emboldens the lawless.
|
||||
- **Subdued** → a resister the colony beats down is then **imprisoned** — the resist path resolves to a
|
||||
cell once the colony wins the confrontation. One who flees the map gets away.
|
||||
|
||||
## Prison riots
|
||||
|
||||
When the climate of order **collapses** (deterrence at the floor) in a colony holding prisoners, a
|
||||
neglected prison boils over into a **riot**: disposed prisoners turn violent together, and the unrest
|
||||
shatters order further. A well-run colony (high deterrence) never sees one — a riot is the thing a
|
||||
badly-run institution *earns*.
|
||||
|
||||
## Recidivism, made visible
|
||||
|
||||
The loop closes on itself: a pawn hardened in prison (negative reform) runs a higher propensity and
|
||||
reoffends. When investigation names a culprit the colony had **paroled**, it says so out loud — the
|
||||
recidivism loop turning in the open, the payoff for everything classification, discipline, and parole
|
||||
did upstream.
|
||||
|
||||
---
|
||||
|
||||
Part of **Institution: Policing**, in the Institution suite.
|
||||
+89
@@ -0,0 +1,89 @@
|
||||
# Regime
|
||||
|
||||
*The daily life of the held — and the one lever vanilla withholds.*
|
||||
|
||||
Most of what a prison regime needs, vanilla already gives you. The schedule is the Restrict tab. The
|
||||
mood-driven disposition already flows through the colony's underlying systems — a neglected prisoner
|
||||
runs hotter with no new machinery. So Regime does not rebuild any of that. It adds the single thing
|
||||
vanilla flatly refuses to model: **recreation.**
|
||||
|
||||
---
|
||||
|
||||
## What vanilla does, and what Regime flips
|
||||
|
||||
Vanilla denies prisoners the **Joy** (recreation) need outright — the need is flagged colonists-only, so
|
||||
it simply never appears on a prisoner. A caged pawn has no recreation bar, cannot take joy from
|
||||
anything, and never suffers for its absence.
|
||||
|
||||
Regime flips exactly that one bit on — the same approach the good, popular **Prisoner Recreation** mod
|
||||
takes. It grants the recreation need to **humanlike prisoners of your colony** and nothing else: animals,
|
||||
guests, slaves and colonists are untouched, only the recreation need is affected, and it only ever
|
||||
*adds* the need where vanilla withheld it — it never removes a need another mod granted.
|
||||
|
||||
That is the entire mechanism. Enabling recreation is trivial — once the need exists, vanilla does all
|
||||
the rest (joy sources, the recreation bar, the mood effects of a full or empty one). The *value* is not
|
||||
the plumbing; it is what an empty bar now costs.
|
||||
|
||||
---
|
||||
|
||||
## Why a need you can neglect is the point
|
||||
|
||||
Giving prisoners recreation is not a mercy toggle — it is a **lever with two ends**, and the down end is
|
||||
the one that matters to the suite. Once a prisoner *has* the Joy need, they can be **starved** of it, and
|
||||
vanilla's own machinery then does the work: no recreation lowers Joy, which lowers mood, and a low mood
|
||||
raises the pawn's disposition — their odds on every "would they?" roll.
|
||||
|
||||
Every one of those steps already exists. Regime only opens the first door; mood is wired to disposition
|
||||
in Core, so a prisoner who gets no yard time stews, their mood sinks, and their disposition climbs.
|
||||
From [Deterrence](Deterrence.md) and [Discipline & Reform](Discipline-and-Reform.md) you already know
|
||||
disposition is the multiplier the whole system keys off; Regime is what lets *neglect* feed it.
|
||||
|
||||
Concretely, a prisoner's mood pushes their disposition into these brackets:
|
||||
|
||||
| Prisoner condition | Disposition contribution |
|
||||
|---|---|
|
||||
| Mood below 0.20 (recreation-starved, at the floor of despair) | ×2.5 |
|
||||
| Mood below 0.35 (badly kept) | ×1.6 |
|
||||
| Held **and** mood below 0.40 (a badly run cell) | an additional ×1.4 |
|
||||
|
||||
A prisoner you give no recreation is a prisoner you are pushing up those brackets. Regime turns "I
|
||||
didn't bother building a rec room" from a non-event into a disposition cost you pay on every roll.
|
||||
|
||||
---
|
||||
|
||||
## Works alongside Prisoner Recreation
|
||||
|
||||
If you also run the **Prisoner Recreation** mod, nothing breaks. Both mods do the same thing — grant the
|
||||
recreation need to prisoners — and because Regime only acts when the need isn't already granted,
|
||||
whichever runs first grants it and the other sees it already done. Running both is harmless. Running
|
||||
either alone is sufficient. There is no double-need, no conflict, no load-order sensitivity between them.
|
||||
|
||||
Regime prints a short startup message so you can confirm it loaded and prisoner recreation is enabled.
|
||||
|
||||
---
|
||||
|
||||
## Content on top
|
||||
|
||||
Yard time, safety needs, and visitation are *content* on this foundation, not new machinery. Each of
|
||||
them is just another thing that moves a prisoner's mood — and mood is already wired to disposition — so
|
||||
they build on the same spine that this one recreation change put in place. When they land, they make a
|
||||
well-run regime feel richer without adding new systems underneath.
|
||||
|
||||
---
|
||||
|
||||
## How to play with Regime
|
||||
|
||||
- **Build the rec room.** A prisoner with recreation settles; the mood brackets above stay off, and
|
||||
their disposition sits near baseline. A cheap horseshoe pin or chess table earns its keep in crimes
|
||||
that don't happen.
|
||||
- **Neglect is a choice with a number.** Leaving prisoners with nothing to do isn't neutral — it drives
|
||||
mood into the ×1.6 and ×2.5 disposition brackets, and a hotter prisoner reoffends, which cools your
|
||||
colony's climate of order, which heats *everyone*. The rec room is deterrence you build once.
|
||||
- **Recreation and reform stack.** Regime cools disposition *live* (through mood); reform cools it
|
||||
*permanently* (through [Discipline & Reform](Discipline-and-Reform.md)). A reformed prisoner in a
|
||||
well-run wing is calm on both axes — which is exactly the pawn you can eventually [parole](Parole.md).
|
||||
- **You don't need Prisoner Recreation too** — but if you have it, keep it. They coexist.
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
|
||||
+151
@@ -0,0 +1,151 @@
|
||||
# Rehabilitation
|
||||
|
||||
*The warden work that drives discipline, reform, and parole.*
|
||||
|
||||
Classification, discipline, deterrence, and parole set the rules — a grade over the record, a reform
|
||||
score punishment moves, an order climate, a release decision. Rehabilitation is what a warden actually
|
||||
*does* day to day to move a prisoner through them. Without it, reform sits still, classification never
|
||||
re-grades, and parole never fires; with it, the whole post-arrest arc comes alive.
|
||||
|
||||
It gives corrections the same shape Ward gives psychiatric care — a **prisoner interaction mode**,
|
||||
**warden work**, an **alert**, and an **inspect readout** — so a warden reforms a prisoner over time and
|
||||
paroles them when they have turned a corner.
|
||||
|
||||
---
|
||||
|
||||
## The two modes
|
||||
|
||||
Both are non-exclusive prisoner interaction modes (the same kind Prison Labor and Ward use), so they
|
||||
stack with each other and with recruit / reduce-resistance.
|
||||
|
||||
| Mode | What a warden does | Result |
|
||||
|---|---|---|
|
||||
| **Rehabilitate** | Runs counselling sessions on the prisoner | Reform rises, the reform bar fills, colony order rises |
|
||||
| **Parole when reformed** | Releases the prisoner **once they are eligible** | A paroled colonist, back in the colony |
|
||||
|
||||
Set **Rehabilitate** alone to run the programme and parole by hand when the alert fires; set **both**
|
||||
for a hands-off "reform, then release" pipeline. A prisoner flagged for parole who is *not yet* eligible
|
||||
is simply not acted on — the warden waits.
|
||||
|
||||
---
|
||||
|
||||
## A rehabilitation session
|
||||
|
||||
A warden walks to the prisoner and counsels them for about 20 in-game minutes, with Social as the
|
||||
active skill. On completion (never on interruption — you only earn credit for a finished session), one
|
||||
session does three things:
|
||||
|
||||
1. **Corrective discipline** — a gentle disciplinary act: reform **+0.10**, and it raises the colony's
|
||||
**order** by **+0.12**. This is the deterrence-up half that punishment alone never triggered —
|
||||
visible corrective justice deters everyone else.
|
||||
2. **The reform bar** — the visible progress bar fills, by **0.34 × cell quality × skill** per session,
|
||||
and it **decays −0.08/day**, so rehabilitation has to be *sustained*.
|
||||
3. **A memory** — the prisoner feels counselled (a small mood lift).
|
||||
|
||||
| Input | Range | Depends on |
|
||||
|---|---|---|
|
||||
| skill factor | 0.5 … 1.0 | the warden's Social level |
|
||||
| cell quality | 0.5 … 1.5 | the cell's impressiveness |
|
||||
| reform per session | +0.10 | fixed |
|
||||
| order per session | +0.12 | fixed |
|
||||
|
||||
Reform reaches the parole bar (0.30) in roughly **three completed sessions** — faster than a bad cell or
|
||||
a poor counsellor fills the visible bar. So the "Ready for parole" alert keys off the real gate, not the
|
||||
bar you see filling.
|
||||
|
||||
---
|
||||
|
||||
## Neglect — the teeth
|
||||
|
||||
A prisoner you flag for rehabilitation and then never attend **hardens**, exactly as a ward you don't
|
||||
staff does. Once more than **two days** pass since the last real session, reform falls **−0.15/day** and
|
||||
they resent it (a mood hit). This hardening lowers reform *directly*, not as an act of visible justice —
|
||||
neglect is passive prisonization, so unlike a session it does **not** raise the colony's order.
|
||||
|
||||
Attend the prisoner and the clock resets; flag them and walk away and they slide back toward the record
|
||||
that put them in. "A reform programme you don't staff is worse than none."
|
||||
|
||||
---
|
||||
|
||||
## Parole — the release that stays
|
||||
|
||||
When a rehabilitated prisoner clears the parole gate — reform 0.30 or higher, security grade Medium or
|
||||
below, not already pardoned — the **Ready for parole** alert names them. A warden set to Parole then
|
||||
processes the release:
|
||||
|
||||
- marks the **pardon** on the record;
|
||||
- clears the prisoner hold so a former prisoner becomes a **free colonist again** — a parolee who
|
||||
*stays* in the colony carrying their record, not vanilla's release that ejects them from the map;
|
||||
- a grateful memory, and a small **+0.03** to order (a lawful release is visible justice too).
|
||||
|
||||
The parolee keeps their record, so if they reoffend the [policing](Policing.md) loop catches them again
|
||||
— recidivism, closing back onto the start.
|
||||
|
||||
---
|
||||
|
||||
## Discipline — the other lever
|
||||
|
||||
Rehabilitation is the carrot; **discipline** is the stick, and its opposite. Set a prisoner to
|
||||
**Discipline** and a warden puts them in **solitary**: harsh discipline *hardens* them — reform falls —
|
||||
yet raises the colony's order (visible harsh justice deters the rest), and it stings: a mood hit and an
|
||||
on-edge *in solitary* status. It fires at most once per term (the status blocks re-discipline for about
|
||||
two days), so it holds order without cratering reform in a single day. The tension is the point: lean on
|
||||
discipline to keep order and you make the punished harder to reform.
|
||||
|
||||
## Classification enforcement
|
||||
|
||||
Classification always computed a **security grade** (Minimum..Supermax); now it is actionable:
|
||||
|
||||
- **The grade shows** on every prisoner's inspect pane — the game tells you who is dangerous instead of
|
||||
leaving you to guess.
|
||||
- **Wing-routing.** A wall-mounted **security marker** grades the cell block it stands in
|
||||
(Minimum..Supermax, set with a gizmo). One marker covers a *whole block* — a prisoner takes the grade
|
||||
of the nearest marker in range, so you tag a corridor once rather than cluttering every cell. A
|
||||
**"Dangerous prisoner unsecured" alert** then flags any prisoner held in a wing too weak for their
|
||||
grade, and the inspect pane shows their wing and a **MISPLACED** warning — move them to a stronger
|
||||
wing. An ungraded wing falls back to flagging an unsegregated Maximum/Supermax pawn.
|
||||
- **Cell safety:** a prisoner caged with a dangerous one suffers a mood penalty. Segregate your
|
||||
dangerous prisoners, or their cellmates pay for it — the grade made to matter on the *housing* side,
|
||||
not only at parole.
|
||||
|
||||
## Regime — yard, lockup, and visitors
|
||||
|
||||
Beyond punishment and reform, the held have a **daily life**:
|
||||
|
||||
- **Yard / Lockup schedule.** Two timetable blocks set a held pawn's day: **Yard** allows recreation
|
||||
(with the prisoner recreation need Regime enables, they head out to a rec area), **Lockup** confines
|
||||
them to the cell and stews their mood. The timetable itself is **Prison Labor's** — Corrections reads
|
||||
it when PL is present and does nothing without it, so PL stays compatible.
|
||||
- **Visitors.** A prisoner or ward patient with family or a bond gets **visitors** — a friendly party
|
||||
walks in under the game's own visitor AI and congregates by their cell, and the break from isolation
|
||||
lifts their mood. Thematically strongest for a ward patient whose family comes to see them.
|
||||
|
||||
---
|
||||
|
||||
## Seeing it
|
||||
|
||||
Every colony prisoner's inspect pane now carries the corrections readout:
|
||||
|
||||
> *Security grade: Maximum* · *In solitary* · *Rehabilitation: reforming (40%) — neglected (3d)* ·
|
||||
> *reformed — ready for parole*
|
||||
|
||||
The **grade** shows for every held pawn; *in solitary* while a discipline term runs; the
|
||||
**rehabilitation** line for a pawn set to reform. And because the colony's **order climate** otherwise
|
||||
has no readout at all, the same pane surfaces it when it is far enough from ordinary to matter —
|
||||
*Colony order: low (28%) — crime pays here* / *high (71%) — order holds*.
|
||||
|
||||
---
|
||||
|
||||
## What this closes
|
||||
|
||||
With rehabilitation in play, the whole post-arrest arc runs: **discipline** moves reform,
|
||||
**classification** re-grades as reform rises, **deterrence** climbs on visible justice (not just falls
|
||||
on crime), **parole** releases the reformed, and Core's **treatment** carries the reform bar the same
|
||||
way it carries Ward's recovery. The loop closes back onto disposition — catching, reforming, and
|
||||
releasing one pawn moves the climate every other pawn is judged against.
|
||||
|
||||
The whole corrections layer can be toggled off in the mod's settings, like the rest of the suite.
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite.*
|
||||
Reference in New Issue
Block a user