Player-facing wiki rewrite

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# 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.*
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# 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.*
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# 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.*
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# 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.
---
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# 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.*
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# 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.
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# 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.*
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# 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.*