diff --git a/Classification.md b/Classification.md new file mode 100644 index 0000000..ca637ee --- /dev/null +++ b/Classification.md @@ -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.* diff --git a/Deterrence.md b/Deterrence.md deleted file mode 100644 index 2fbda87..0000000 --- a/Deterrence.md +++ /dev/null @@ -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.* diff --git a/Discipline-and-Reform.md b/Discipline-and-Reform.md new file mode 100644 index 0000000..1ab8d4c --- /dev/null +++ b/Discipline-and-Reform.md @@ -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.* diff --git a/Home.md b/Home.md index a30138a..4e01666 100644 --- a/Home.md +++ b/Home.md @@ -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. --- diff --git a/Parole.md b/Parole.md new file mode 100644 index 0000000..8a0610a --- /dev/null +++ b/Parole.md @@ -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.* diff --git a/Policing.md b/Policing.md deleted file mode 100644 index a52c004..0000000 --- a/Policing.md +++ /dev/null @@ -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. diff --git a/Regime.md b/Regime.md new file mode 100644 index 0000000..ffacd3d --- /dev/null +++ b/Regime.md @@ -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.* diff --git a/Rehabilitation.md b/Rehabilitation.md new file mode 100644 index 0000000..1438cee --- /dev/null +++ b/Rehabilitation.md @@ -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.*