Player-facing wiki rewrite + scenario FAQ

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# FAQ — handling what Institution throws at you
New situations the suite introduces, and what to actually do about them. Grouped by where the trouble
comes from. Every layer is a checkbox in **Options → Mod Settings** — if a whole category of problem
isn't for you, turn that layer off and it stops immediately.
---
## Escapes & contraband
**A prisoner is digging a tunnel under my wall!**
Order a warden to **search** them — a search can turn up the digging tool and end the tunnel, and a
half-dug shaft is easier to spot than the pick that started it. Tunnels take days, so you have time.
Prevention: house dangerous prisoners in **interior** cells with no short line to the wilderness, and
keep them searched. See [Tunnels](contraband/Tunnels.md) and [Warden Search](contraband/Warden-Search.md).
**My prisoner keeps having a shiv / weapon on them.**
Contraband is hidden — you won't see it in the gear tab; that's the point. Order **searches**, and
search the *likely* prisoner first: a prisoner with a bad record and a gnawed bed is the one to turn
over. If searches keep coming up empty but weapons keep appearing, suspect a **bent warden** or a
**gang** resupplying them (below). See [Concealment & Intake](contraband/Concealment-and-Intake.md).
**Where is all this contraband coming from? I keep searching!**
Three doors: prisoners **make** it (from their cell's own furniture), a **bent warden** smuggles it in,
or a **gang** moves it from a stashed member to a searched one. Deny the materials (barer cells), watch
your wardens, and **segregate** gang rivals so the network can't reach across the wing.
**One of my wardens is corrupt / letting things through.**
Warden corruption is a hidden disposition — a greedy or low-conduct colonist makes a leakier warden and
may even smuggle. You can't get a clean readout, so if a wing stays dirty no matter how you search,
rotate who wardens it. See [Corruption](contraband/Corruption.md).
---
## Prisoners who won't reform
**I'm warding a prisoner but their reform isn't moving.**
Reform only moves when a warden actually runs **rehabilitation** sessions — assign a warden to the
prisoner and let them work. A **better cell** (more impressive) and a **higher-Social** warden reform
faster; a bare cell and a rookie crawl. Don't leave a flagged prisoner untended: **neglect hardens**
them. See [Rehabilitation](corrections/Rehabilitation.md).
**A prisoner is "prisonized" / getting worse the longer I hold them.**
Harsh **discipline** (solitary) raises the colony's order but **hardens** the prisoner — held long and
handled roughly, they turn more dangerous, not less. If you want them out reformed, counsel more and
discipline less. Discipline is a tool for *order*, not for *rehabilitation*. See
[Discipline & Reform](corrections/Discipline-and-Reform.md).
**How do I actually release a reformed prisoner?**
Set their interaction mode to **Parole**. They go free when their **reform** is high enough **and** their
**security grade** is low enough (a Supermax pawn won't parole). With Ideology, an execution-happy
ideoligion sets a *high* bar (paroles rarely); an execution-abhorring one lets them out readily. A
"Ready for parole" alert tells you when one qualifies. See [Parole](corrections/Parole.md).
---
## Classification & housing
**I got a "dangerous prisoner unsecured" alert.**
A high-grade prisoner (Maximum/Supermax) is being held somewhere too weak for their grade — in the open,
or sharing a cell. Move them to a stronger wing. Place a wall-mounted **security marker** to grade a
whole cell block at once, then the game knows which prisoners are misplaced. See
[Classification](corrections/Classification.md).
**A prisoner is miserable and I don't know why.**
Two common Institution causes: they're **caged with a dangerous cellmate** (cell-safety mood hit — give
them a solo cell) or they're on a **Lockup** schedule with no recreation. Give dangerous prisoners their
own cells and hand prisoners some **Yard** time. See [Regime](corrections/Regime.md).
---
## Colony crime (Policing layer)
**My own colonists are committing crimes now!**
That's the **Policing** layer — colonists offend on the same propensity spectrum as everyone else, more
often when they're mistreated, dangerous by nature, or living in a big anonymous colony. Keep colonists
happy and the colony tight and it's rare. If you don't want colony crime at all, turn off the
**Policing** toggle and the rest of the suite keeps working. See [Policing](policing/Policing.md).
**A crime happened but no one was caught.**
Witnesses and a **constable's** investigation accrue evidence over time before a culprit is named — give
it a few days and assign someone capable to police work. Not every crime is solved. See
[Policing](policing/Policing.md).
**I don't want to arrest my star colonist over a petty theft.**
You often won't have to — arrests are **weighed**: a valuable colonist and a minor crime tips toward
letting it slide, and a small colony (or no free prison bed) won't arrest at all. And a disposed culprit
may **resist** the arrest and try to break out.
**A riot broke out!**
The colony's **climate of order** collapsed. Order falls when crime goes unanswered and rises with
**visible justice** — arrests and discipline. Riots only catch when order is already low, so the fix is
to stop letting crime pay: catch and punish, and order recovers. See [Deterrence](policing/Deterrence.md).
**Why does punishing one prisoner seem to calm the whole colony?**
By design — the order climate feeds back into **everyone's** disposition. Catching and punishing one
pawn deters the rest a little; letting crime slide emboldens them. That feedback is the whole point of
the suite. See [Deterrence](policing/Deterrence.md).
---
## Gangs
**A gang formed in my prison.**
Gangs are a **symptom of a badly-run colony** — disposed prisoners band together along ties they already
share. The counter-play is the rest of the suite: **segregate** rivals into different wings (a network
whose members can't reach each other is starved), keep prisoners reformed, and don't let contraband
flow. A well-run colony grows few gangs, if any. See [Joining](gangs/Joining.md) and
[Affiliations & Segregation](gangs/Affiliations-and-Segregation.md).
**Two prisoners keep fighting.**
Rival-gang brawls are booked as **crimes** — they land on the attacker's record and erode the colony's
order, so they matter beyond the moment. Segregating the rivals is how you stop it. See
[Rivalry & Fights](gangs/Rivalry-and-Fights.md).
---
## Psychiatric care (Ward layer)
**A prisoner broke mentally — I'd rather treat them than punish them.**
Commit them to the **Ward**: sustained counselling reduces the disorder that broke them and builds a
recovery track toward **discharge**. It's the other door out of the prison — recovery instead of
punishment. Don't neglect a committed patient, or they deteriorate. A **sedative** can calm a patient
who's about to break. See [Commitment](ward/Commitment.md).
---
## Settings & compatibility
**This is too much / I only want part of it.**
Every layer is independent. Open **Options → Mod Settings → Institution** and untick any of Contraband,
Policing, Corrections, Gangs, or Ward. The one you turn off goes inert immediately; the rest still work.
**Does it play nice with other prison / psychiatry mods?**
Yes — Institution rides vanilla's own prisoner rail and is tested against the popular psych/prison mods.
It extends rather than replaces, so it coexists with the mods that own the parts it doesn't. Ward in
particular is built to sit alongside Hospitality, Psychology, Rim Disorders and friends.
**Do I need anything else?**
Just **[Harmony](https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077)**. The shared Core
engine ships inside the mod. **Foul Play** (a separate mod) bridges in if you also run it.
---
*Back to the [Wiki home](Home.md).*
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# Institution: Ward
# Institution — Wiki
**Involuntary psychiatric commitment for RimWorld 1.6 — the third pawn state, neither free nor guilty.**
*Prison Architect in RimWorld. One install, six toggleable layers, over one shared engine.*
> **The psychiatric-care layer of the [Institution](https://git.onetick.ninja/flan/rimworld-institution)
> suite.** Ward runs on Core's shared treatment engine and ships bundled in the single Institution
> install with a toggle of its own; it still installs standalone (needing only Institution: Core and
> Harmony). Once a separate sister mod, now folded in.
> **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (mood,
> mistreatment, treatment) — and the colony can police it.**
RimWorld gives a person exactly two places to stand: **colonist**, or **prisoner**. There is no
third state for someone who is neither free nor guilty. Out of the box you cannot commit anyone. A
colonist breaks, wanders off, punches a wall, recovers on their own, and goes back to hauling steel
as though nothing happened. Mental breaks are episodic and amnesiac — nothing persists, nothing is
*done* about them.
That one sentence is the whole suite. Colonists, prisoners, and slaves drift toward crime on a
continuous spectrum; a policing-and-corrections machine discovers, catches, weighs, punishes, reforms,
treats, and releases them — and catching one pawn changes the disposition of the rest.
Ward adds the missing state, and the room to put it in. A colonist you arrest can be set to
**psychiatric care**. Wardens counsel them at a **treatment station**. A room with prisoner beds
and a treatment station is a **psychiatric ward**, not a prison cell. Treatment lowers the patient's
mental-break threshold while it lasts — and it fades, so it has to be *sustained*. A ward you don't
staff is worse than no ward at all.
**Institution** is the single mod that ships all of it — every layer bundled into one install with a
**checkbox per layer** (all on by default), so you run as much or as little of the suite as you like.
> **New to it?** The **[FAQ](FAQ.md)** covers what to do when the mod throws something new at you — an
> escape tunnel, a gang in the wing, a riot, a prisoner who won't reform, a "dangerous prisoner
> unsecured" alert.
---
## The third state RimWorld doesn't have
## The gameplay loop
The reason "commit a colonist" isn't a stock button is simple: vanilla only knows two kinds of held
person — a free colonist and a prisoner. There's no built-in slot for someone who is neither free nor
guilty, which is why other mods that keep a not-quite-colonist around (like *Hospitality* and its
guests) have to work so hard to maintain them.
The suite is a closed loop, and each turn of it lives in a different layer — mirroring the real
separation of powers: police, (courts,) prison, parole.
**Ward takes the cheap road.** A committed pawn *is* a prisoner — arresting your own colonist already
does that. Ward just adds a new **way to handle** that prisoner: a "psychiatric care" mode you toggle
on, sitting alongside vanilla's recruit / convert / release options. Nothing exotic — it's the same
kind of custom prisoner mode other prison mods already add.
1. **Disposition** *(Core)* — every pawn carries a seeded propensity: *would this one do it?*
2. **Crime** *(Policing)* — free colonists offend on that spectrum (rare in a small, tight,
well-deterred colony), with visible consequences — theft, vandalism, assault — that fray
relationships.
3. **Detection** *(Policing)* — witnesses and a **constable** work an open case until the culprit is named.
4. **The weighed arrest** *(Policing)* — an arrest is made only when the crime is grave enough to
justify losing the pawn and the colony can afford to hold a prisoner; the disposed **resist**, and a
subdued resister is taken in. *(A future **Judiciary** layer — a court that tries and sentences —
is reserved to sit here, between arrest and imprisonment; today the arrest imprisons directly.)*
5. **Contraband** *(Contraband)* — once held, a pawn conceals and improvises: shivs, brews, tunnels
under the perimeter, all countered by warden search — and a bent warden who smuggles for them.
6. **Gangs** *(Gangs)* — held pawns organise into contraband economies: joining by disposition,
smuggling networks, rivalry, fights that book as crimes.
7. **Corrections** *(Corrections)* — a warden **rehabilitates** a prisoner: counselling sessions move a
**reform** score and raise the colony's climate of **order** (classification re-grades as reform
rises), that order feeds back into everyone's disposition, and a **parole** alert releases the
genuinely reformed back into the colony. Neglect a flagged prisoner and they harden.
8. **Treatment** *(Ward)* — the other door: a prisoner committed for **psychiatric care** rather than
punished. Counselling reduces the disorder that broke them and builds a recovery track toward
discharge; neglect a committed patient and they deteriorate.
So committing someone is entirely ordinary from the game's point of view:
- **psychiatric care** — a new prisoner interaction mode you switch on
- **the psychiatric ward** — a new room role a cell earns once it holds a treatment station
- **counselling** — a new warden job, handled like any other warden work
- the **treatment station**, the **recovery**, the **neglect** — new content layered on top
Because Ward *adds* things rather than rewriting how vanilla prisoners behave, it sits quietly next to
the popular psych and prison mods instead of fighting them. Which mods, and why, is on the
**Compatibility** page.
Steps 7 and 8 close the loop back onto step 1: catching, punishing, reforming, or treating one pawn
moves the colony's climate of order, which bends the disposition of everyone still deciding whether
crime pays here.
---
## Riding the prisoner rail (why the suite cares)
## The six layers
The choice that makes Ward *cheap* also makes it *interesting* inside the wider Institution suite. A
committed patient is a genuine vanilla prisoner. That means they're a **held pawn** in exactly the
sense the rest of the suite understands: someone who can be searched, and who can conceal and
improvise contraband. A patient in a psych ward can hoard a shiv or brew something foul in a smuggled
vessel, because the contraband, search, corruption and gang systems already work on any held
prisoner — and a ward patient is one, for free.
Each is a separate repo and DLL, bundled here behind a toggle. Every layer defaults **on**; turning
one off disables its systems in place without uninstalling anything.
**And re-labelling a cell as a ward never lets anyone out.** A ward is a prison cell that also happens
to be a ward — the two roles coexist. Containment, food delivery, and prison breaks all keep working
exactly as they did before you built the station.
| Layer | Toggle | What it adds | Wiki |
|---|---|---|---|
| **Core** | *(always on — the engine)* | propensity, the criminal record, secured context, the shared **treatment engine**, the deterrence seam | [Core](core/Home.md) |
| **Contraband** | Contraband | concealment & intake, improvised shivs, Prison-Architect tunnels, warden search, warden corruption | [Contraband](contraband/Home.md) |
| **Policing** | Policing | colony crime on the spectrum, witnesses, a constable, the weighed arrest, the deterrence feedback loop, prison riots, recidivism alerts | [Policing](policing/Home.md) |
| **Corrections** | Corrections | classification (with whole-wing markers), discipline & reform, **rehabilitation** + parole, regime (recreation/visitation/cell-safety) | [Corrections](corrections/Home.md) |
| **Gangs** | Gangs | gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime | [Gangs](gangs/Home.md) |
| **Ward** | Ward | psychiatric care — treatment, recovery, discharge, ward neglect, sedation | [Ward](ward/Home.md) |
**Policing** and **Corrections** are separate layers — the enforcement half and the prison half of the
former *Justice* module, split along the separation of powers. Policing has its own toggle because
colony crime is a large behavioural change: a player can run the prison (Corrections) without their own
colonists committing crimes. Corrections depends on Policing for the shared climate of order.
---
## Wiki index
## Why one Core, many layers
| Page | What's on it |
|---|---|
| **Home** (this page) | What Ward is, the third-state problem, the suite |
| **Commitment** | How commitment works in play: the care mode, the station, the ward room, the warden's job, treatment, recovery, neglect, and how it stacks with recruitment — with the real numbers |
| **Compatibility** | Which popular psych and prison mods Ward plays nicely with, and why it doesn't fight them |
The suite runs on a small **Core** that owns exactly what every layer must agree on — *is this pawn
dangerous?*, *what have they actually done?*, *what hold are they under?* — plus two shared services:
the **treatment engine** (Ward's psychiatric care and Corrections' rehabilitation point the same loop
at different states) and the **deterrence seam** (a neutral hook Policing fills so the order-climate
feedback runs *through* Core without Core ever depending on the policing layer). A future **Judiciary**
layer will slot in through the same style of Core seam — a *sentence* on the criminal record that
Policing writes a default of today and a court would fill tomorrow.
Everything else builds up from there: Contraband, Policing, and Corrections on Core (Corrections also
on Policing); Gangs on Core + Contraband + Policing; Ward on Core. Cross-layer integrations that aren't
hard dependencies stay soft — a feature lights up if its sibling is present and the loop still closes
without it. That is what keeps the suite genuinely modular: this aggregate is a convenience, not a merge.
---
## Part of the Institution suite
## Requirements & install
A set of RimWorld 1.6 mods about what an institution does to the people inside it. Each mod stands
alone as an install; together they interlock into one system — colonists and prisoners drift toward
crime on a spectrum of nature × nurture, and a policing/justice layer discovers, catches, punishes,
reforms, or paroles them. Ward's psychiatric ward is a secure context where a committed patient can
conceal and improvise contraband exactly as a prisoner can, because they ride the same prisoner rail.
- **RimWorld 1.6.**
- **[Harmony](https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077)** — required (the
suite's Harmony-using code is Corrections' prisoner-recreation patch and Ward's).
- Install **Institution**, enable Harmony, and load Institution after it. That is the whole suite in
one mod; open the settings to toggle any layer.
| Mod | What it is |
|---|---|
| **Institution: Ward** (this) | Involuntary psychiatric commitment — the third pawn state, neither free nor guilty. |
| **Institution: Core** | The shared engine — propensity (nature × nurture), the criminal record, secured context. |
| **Institution: Contraband** | The physical smuggling loop — conceal, improvise shivs, dig Prison-Architect tunnels, warden search, warden corruption. |
| **Institution: Justice** | Corrections & policing — classification, deterrence, discipline, parole, regime. |
| **Institution: Gangs** | Gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime. |
| **Foul Play** | The vessel + substance + throw framework, and the "Piss Nuke" flagship; bridges to Core + Contraband when both are present. |
Reference sibling mods by name — the mods are separate repositories and cross-repo links break.
The standalone **[Foul Play](https://git.onetick.ninja/flan/rimworld-foulplay/wiki)** framework is a
separate install that bridges into the suite when both are present.
---
*The **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
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# Compatibility
*Contraband adds its own content and reads from the base game rather than rewriting it. That is why it
composes with other mods instead of colliding with them.*
## Requires: Institution: Core
Contraband has a hard dependency on **Institution: Core** and loads after it. This is not optional —
after the split, everything Contraband reads lives in Core:
| Core provides | Contraband uses it for |
|---|---|
| Which pawns count as "in custody," and who can hide things | who counts as a concealer; who can be intaken, whittle, or dig |
| A pawn's criminal propensity (nature × nurture) | every disposition roll — intake (0.6), improvise (0.10), dig (0.08), all scaled and settled per pawn |
| The criminal record | times searched, times caught, escape attempts, contraband made — written by search and acquisition, read by search priority |
Install Contraband without Core and it will not run. Everything else on this page is optional interplay
that degrades gracefully when the other mod is absent.
## It plays nicely with other prison mods
Contraband adds its own content rather than rewriting the base game's. It:
- **Adds a new warden job** (search) rather than changing an existing one.
- **Reuses vanilla warden behaviour** rather than overriding it, so anything that adjusts warden
behaviour on the base class flows through to searches for free.
- **Extends two escape-related behaviours at startup** so prisoners arm themselves and use what they
are hiding when they break — inserted at a specific point, and it logs a warning if that anchor is
missing rather than failing silently.
- **Runs on a heartbeat** over held pawns for intake, improvisation, and tunnels — no hook on the
capture event is needed because the heartbeat already visits every held pawn.
The net effect: the surfaces other prison mods touch are mostly untouched here, so conflicts are the
exception, not the rule.
## Foul Play — the carboy bridge
**Foul Play** (the "Piss Nuke" mod) stays its own mod with its own front door, and yet its **carboy is
a first-class contraband item.** This is the flagship demonstration of Contraband's *"items are
content, subsystems are shared, mods are audiences"* principle, and it works two ways:
1. **The carboy brings its own behaviour.** The carboy simply declares itself as contraband and points
at the throw-the-carboy behaviour that lives in *Foul Play*. Contraband never has to know that
behaviour exists — it just runs whatever the item brought with it.
2. **A concealed carboy keeps its contents.** A carboy is not just "a jar" — it is a jar *of* a
fermented blend, and that blend has to survive being concealed. When a carboy is intaken or
smuggled, Contraband captures a label for its contents blindly; on redemption it hands the label
back to Foul Play to restore the blend. **Contraband knows nothing about substances or
fermentation** — that framework lives entirely in Foul Play. If Foul Play is absent, no content is
captured and nothing breaks: a jar is just a jar. See
[Concealment and Intake](Concealment-and-Intake.md).
The dependency runs one way only: Foul Play bridges *to* Contraband (and to Core) if they are present;
Contraband takes **no** dependency on Foul Play.
## Institution: Justice — the record is the shared bus
Contraband and **Justice** never call each other. They meet on Core's criminal record — Contraband
writes to it, Justice reads from it:
| Contraband writes | Justice reads it into |
|---|---|
| times searched | Classification (security grade) |
| times caught | Deterrence (colony-wide signal) |
| escape attempts | Discipline / Parole (reform) |
| contraband made | |
- **Catching contraband feeds classification.** A prisoner repeatedly caught with shivs or foiled
mid-tunnel racks up catches and escape attempts, which Justice's classification weighs into a higher
security grade.
- **And it feeds back.** Justice's deterrence signal flows *back* through Core's propensity, nudging
every future intake / improvise / dig roll a Contraband pawn makes. A prison that catches and
disciplines becomes a prison where fewer prisoners bother trying — without either mod referencing the
other. Run Contraband alone and deterrence is a neutral 1.0; the record still routes the warden.
## Institution: Gangs — the contraband economy
**Gangs** depends on Core, **Contraband**, and Justice, because a gang *is* a contraband economy:
- Gang smuggling moves contraband through the same door intake and corruption use.
- A gang's outside members are the natural caller for the **reach-in corruption** — paying a bent
warden to make a delivery. That ability exists in Contraband but has no in-game trigger of its own;
Gangs is what drives it. See [Corruption](Corruption.md).
- Gang fights route to Justice's crime record, which then raises search priority here. The loop closes
through Core again.
## Prison mods the suite is tested against
| Mod | Interaction | Verdict |
|---|---|---|
| **Prison Commons** | it adjusts warden behaviour on the base class, and Contraband's search inherits that, so searches respect prison-commons/allowed areas **for free** | works by inheritance |
| **Custom Prisoner Interactions** | it only touches the *named* vanilla warden jobs (chat, convert, enslave, release); it cannot see a brand-new job | no conflict |
| **Prisoner Realism** | its escapes are for "mood prisoners" mid-break; a tunnel breakout hands off to the vanilla prison-break flow, which Prisoner Realism layers on. Tunnels **complement** it — they let ward patients and slaves who would never mood-break still, patiently, dig out | complementary |
| **Prison Labor** | prisoners working outside the cell are still held pawns and still tracked; Contraband adds nothing to labor jobs. A work assignment is simply another place a disposed prisoner might come by materials | no conflict |
| **Prisoner Recreation** | overlaps the *regime* feature — which now lives in **Institution: Justice**, not here, and is written to coexist with Prisoner Recreation | not Contraband's concern post-split |
## Load order
1. Base game
2. **Institution: Core** — required, loads before Contraband
3. **Institution: Contraband** — this mod
4. **Foul Play / Justice / Gangs** — any order after Core; each bridges if present
## The general rule
If a mod adds prisoner behaviour by **changing vanilla warden jobs or the escape flow by name**, it
will not see Contraband's additions, and Contraband will not see its — they pass each other harmlessly.
If a mod adds a *new* warden job or escape behaviour of its own, it stacks. The one place to watch is
another mod that *also* rewrites the same two escape-related behaviours wholesale; Contraband inserts
its part at a specific point and logs a warning if that point is missing, so a load-order or conflict
problem is visible in the log rather than silent.
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
Ward. Each stands alone; together they interlock.*
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# Concealment and Intake
*How a hidden item exists without existing, how it gets onto a prisoner in the first place, and how
it becomes real again.*
This is the spine of the whole mod. Everything else — shivs, tunnels, searches, corruption — is a
different way to add to, or remove from, the private stash this page describes.
## While it is concealed, there is no item
The single most important rule:
> The prison quietly tracks what each pawn is hiding. **Concealed contraband is not an item on the
> map. It is a secret.** It is not in the gear tab, there is no icon, and the player is told nothing —
> because an item you can see in the UI is not contraband, it is inventory, and there would be nothing
> for a warden to discover and no reason to ever order a search.
A concealed item is only a hidden fact about a pawn: what it is, how far along it is, what material it
ended up made of, an optional source it is being whittled from, its tunnel state if it is a pick, and
whatever it holds inside. It has **no physical object** anywhere in the world until one of two things
happens:
| Moment | What happens |
|---|---|
| The prisoner **uses** it | It materialises into their inventory as a real item |
| A warden **finds** it | It is deleted; it never becomes an item at all |
A corollary the search page leans on hard: **an empty search must still cost time.** If the search
job only ever appeared when there was genuinely something to find, the mere *offer* of the job would
be the discovery. You have to be able to toss a clean cell and come up with nothing.
## Where a thing can hide
Every piece of contraband can hide in one of two places, and this decides **who can ever find it**:
| Site | Holds | Found by |
|---|---|---|
| **On the body** | small: a shiv, pills, a phone | searching the **pawn** |
| **In the cell** | bulky: a rifle, a carboy, a crude pick | tossing the **room** |
A warden turning over a prisoner and their cell reaches both. The reason the two are split at all: a
**constable** in Justice's policing layer, frisking a colonist named in a street crime, only reaches
what is on the body, so whatever is under their floorboards stays there until somebody has grounds to
search the *room*. The split between "who may search" and "what a search reaches" is deliberate — see
[Warden Search](Warden-Search.md).
## Three kinds of contraband, and no list of items
There is no hardcoded list of contraband item names. At the start of a game, the mod looks at every
item in the game and decides, once, whether it counts as contraband, in one of three ways:
1. **Explicit.** Anything a mod has deliberately marked as contraband. This is the opt-in, and it is
how a mod plugs in its own behaviour for how the item is acquired, used, or used to escape.
2. **Every drug** — recognised automatically.
3. **Every weapon** that isn't destroyed when dropped — recognised from its **mass**.
For anything not marked explicitly, the mod fills in how well it hides and where, so a modder never
has to:
| Kind | Test | Concealability | Hides |
|---|---|---|---|
| Hard drug | drug rated Hard | **0.75** | on body or in cell |
| Other drug | any other drug | **0.5** | on body or in cell |
| Light weapon | mass ≤ 2.0 kg | **0.7** | on body or in cell |
| Heavy weapon | 2.0 kg < mass ≤ 10.0 kg | **0.35** | in cell only |
| Very heavy weapon | mass > 10.0 kg | — | **not contraband** (a minigun hides nowhere) |
**Concealability** runs 0 to 1, where **0 = a warden finds it every time and 1 = never**; higher is
harder to find. Drugs and inferred weapons get **no crafting route** (you cannot synthesise yayo in a
bare cell, and you cannot conjure a rifle) and **no special use behaviour** — because vanilla already
knows what to do with them. A prisoner takes a drug on their own; an armed prisoner *is* the payload.
Getting the item into the cell is the entire problem, and that is all these routes solve.
Nothing here edits another mod's items. It is a one-time reading of each item's own stats. Modded
drugs and weapons are covered without ever being named.
## The heartbeat
The prison does its ongoing work on a heartbeat. Every **250 ticks** it visits every pawn who could
be concealing something and does all the ongoing work: intake, tunnel progress, and improvisation. If
nothing on the map can be self-made and no escape tools are in play, it does nothing and costs
nothing.
Because the heartbeat already visits every held pawn, intake needs no special trigger on the capture
event: a pawn who is in custody but has not yet been processed is, by definition, one who was newly
taken.
### Who counts as a concealer
The set of pawns being tracked is **not** just prisoners. It is every pawn whose belongings are
anyone's business — prisoners, slaves, ward patients, **and free colonists**:
> A free colonist forbidden their drug by a drug policy or an ideoligion is precisely the pawn who
> keeps a private stash — and vanilla already denies them, with no valve.
Whether anyone may *search* a given concealer is a separate question with a separate answer (the
warden's authority reaches prisoners; a future cop's reaches colonists). Tracking is pawn-agnostic;
authority is not.
## Intake: the moment of capture
Vanilla never strips a captive *on capture* — a downed pawn keeps whatever they walked in with, and
the warden just hauls them to a cell. Intake is Contraband's answer to that gap, and it runs on the
first heartbeat that sees a newly-held pawn:
1. **Held only.** The pawn must be a person and in custody — prisoner, slave, or ward patient. A free
colonist is tracked, but nobody frisks and processes *them* on the way into a cell, so their
carried gear is never intaken.
2. **Once.** Each captive is processed a single time; a later pass finds them already done and moves
on. (It remembers by an ID, so it holds no ghost of a captive who has since died.)
3. **Even while downed.** Intake runs *before* the "must be awake" gate. The stash a captive walked in
with is hidden the moment they are in custody, not when they wake — everything *after* intake
(whittling, digging) needs them awake, but hiding what is already on you does not.
4. **Only what can ride on a body.** A thing can be intaken only if it is small enough to hide on the
body. A shiv up a sleeve is intaken; a rifle or a suit of armour is too bulky to palm and stays as
ordinary strippable gear the player confiscates for free.
5. **Per-item disposition.** For each concealable thing the captive carries, the mod rolls whether
*this* pawn would hide *this* item — a base chance of **0.6**, then scaled by the pawn's nature ×
nurture (Core's propensity). The roll is **fixed per (pawn, item)** — a settled fact, not a fresh
coin each tick. The frightened cook surrenders the knife; the disposed lifer palms it, and always
would have.
When a pawn does hide an item, the real object is **removed from the game** and a hidden secret takes
its place, preserving what the item was made of and — critically — anything it holds inside.
## Preserving contents without understanding them
A concealed vessel is not just "a jar" — it is a jar *of* something (hooch, piss, a fermented blend),
and that something has to survive being hidden and come back when the item is used. Contraband stores
what a vessel contains as a single opaque label and **has no idea what it means**.
When the item is concealed, that label is captured; when the item comes back out, the label is used
to pour the contents back into the freshly-made thing. This is the exact seam **Foul Play** uses to
keep a smuggled carboy's contents intact. Without a bridge mod, no content is captured and nothing is
lost — a shiv is just a shiv.
Fermentation itself lives in Foul Play, not here. A concealed vessel comes back out **fresh** and
ferments afterward like any other, which suits the theme: fresh-brewed piss is weak, and time is what
makes it a weapon. (The prison remembers how long the vessel was hidden, for any bridge mod that
wants to restore its aging, but it never acts on that number itself.) See
[Compatibility](Compatibility.md).
## Redemption: the secret becomes real
When a hidden item is finally used, it turns real:
1. It is made from the material it was whittled from (or the item's default material, if it was never
made from a material).
2. Anything it held inside is poured back in.
3. It is placed into the pawn's inventory. If that somehow fails, nothing is dropped and nothing is
lost.
4. The secret is cleared from the stash.
The trigger for this is a breakout. When a prisoner enters an escape or assault-the-colony state, they
will arm themselves and then use whatever they are hiding — the same moment a base-game prisoner would
reach for a combat drug. The one contraband hook Ludeon wrote and then left reading an always-empty
inventory is exactly where this slots in. For each thing a pawn is hiding:
- **Inert contraband** (a drug, a stashed rifle — nothing special to "use"): just materialise it and
get out of the way. Vanilla takes the drug on its own; a weapon in inventory is a weapon. But a
stashed **weapon** only comes out for someone who would actually use it — the same person who would
not stop to pick a rifle off the floor does not become a fighter because the knife was in their
sock, and a pawn incapable of violence never does at all. If they qualify, the weapon moves into
their hands; otherwise it stays hidden and they run. See [Improvised Weapons](Improvised-Weapons.md).
- **Active contraband** (something with a special use — e.g. Foul Play's throw-the-carboy):
materialise it, then hand off to that item's own use behaviour.
## Confiscation, and the door every route comes through
When a warden finds contraband, it is simply removed. It **never becomes a real item** — the warden
found it, and there is nothing to drop on the floor. (This is why searching is not a way for the
colony to *acquire* a prisoner's drugs; it is a way to *deny* them.)
At the other end, there is one single door that **every** supply route comes through — intake uses it,
a bent warden uses it ([Corruption](Corruption.md)), and a smuggling gangmate
([Institution: Gangs](Compatibility.md)) uses it. It hands a prisoner something already finished and
hidden, optionally with contents. One door, many keys.
## Saving
Concealed contraband is saved with your game — the whole stash, the per-pawn search cooldowns, and who
has already been intaken. On load, any secret whose pawn or item no longer exists is quietly dropped:
prisoners who died or left take their secrets with them.
## Quick reference
| Constant | Value | Meaning |
|---|---|---|
| Heartbeat | every 250 ticks | poll cadence for intake / tunnels / improvisation |
| Intake base chance | 0.60 | per-item, before nature × nurture |
| Intake gate | held + body-hideable | only pawns in custody, only items small enough to palm |
| Hard-drug concealability | 0.75 | inferred from being a hard drug |
| Other-drug concealability | 0.50 | inferred |
| Light-weapon concealability | 0.70 | mass ≤ 2.0 kg, hides on body |
| Heavy-weapon concealability | 0.35 | 2.0–10.0 kg, in cell only |
| Unhideable mass | > 10.0 kg | not contraband |
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
Ward. Each stands alone; together they interlock.*
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# Corruption
*A search is only as thorough as the warden running it, and a warden is a person with their own
diligence and their own price.*
The counter to contraband is the [warden search](Warden-Search.md) — but a search is not a machine. It
is a human being with traits and a mood, and Contraband models that human being on **two axes, both
read off the same vanilla traits, mood, and relationships — no new stat to maintain**:
| Axis | Question | Effect on a search |
|---|---|---|
| **Diligence** | How hard do they look? | multiplies the find chance |
| **Corruption** | How bent are they? | a flat chance to look away — and a route *into* the prison |
This is *"what turns 'the game vs the player' into 'the player's own guards, each with an angle.'"* The
prisoner you can control. The guard you assigned to watch them, you cannot.
## Diligence — how hard they look
Diligence runs 0 to 1 and multiplies the whole find chance. A lax or miserable warden misses things a
dutiful one would turn up. It starts from a baseline of **0.55** and moves with traits and mood:
| Trait / factor | Δ Diligence | Reasoning |
|---|---|---|
| Industrious | +0.1 per degree | a hard worker searches hard |
| Lazy | −0.1 per degree | a lazy one frisks gently |
| Abrasive | +0.15 | happy to toss a cell |
| Psychopath | +0.10 | thoroughness without squeamishness |
| Kind | −0.20 | reluctant to be rough |
| Mood | ×0.6 (miserable) .. ×1.1 (content) | morale is thoroughness |
## Corruption — their price
Corruption also runs 0 to 1. In a search, a bent warden gets a flat chance to **look away** on each
item they would otherwise have a shot at finding — that chance is their Corruption × 0.6, rolled per
hidden item before the find roll. Corruption starts from a baseline of **0.04** (most guards are
mostly honest) and moves with traits and mood:
| Trait / factor | Δ Corruption | Reasoning |
|---|---|---|
| Greedy | +0.40 | the classic bent guard — everyone has a number |
| Kind | +0.15 | looks the other way out of sympathy, not money |
| Ascetic | −0.10 | wants nothing, so cannot be bought |
| Abrasive | −0.05 | too surly to do anyone a favour |
| Mood | ×1.6 (miserable) .. ×0.7 (content) | a happy guard is harder to tempt |
## The Kind warden is a double liability
Read the two tables together and one trait jumps out. **Kind** *lowers* Diligence (−0.20) **and**
*raises* Corruption (+0.15). The gentle guard both frisks softly and bends the rules out of pity — the
worst warden you can put on a contraband detail, and the least obvious one, because "kind" reads as a
virtue everywhere else in the game. Meanwhile **mood** cuts the same way on both axes: a miserable
warden looks *less* hard and is *more* temptable. A depressed guard is a sieve at both ends.
## Worked examples
Find chance for a hidden item is roughly the base find chance × Diligence, with a separate look-away
chance (Corruption × 0.6) to ignore it entirely. Assume a mid-skill warden whose raw find chance on a
shiv is around 0.30 before disposition:
| Warden | Diligence | Corruption | Look-away/item | Net on a 0.30 shiv |
|---|---|---|---|---|
| Neutral, content | ~0.61 | ~0.03 | ~2% | thorough-ish: ~0.18 find |
| Abrasive + Psychopath, content | ~0.88 | ~0.02 | ~1% | a nightmare for prisoners: ~0.26 find |
| Greedy, content | ~0.61 | ~0.31 | ~18% | looks capable, pockets bribes |
| Greedy, **miserable** | ~0.37 | ~0.62 | ~37% | ignores contraband over a third of the time |
| Kind + **miserable** | ~0.25 | ~0.27 | ~16% | a sieve at both ends: ~0.07 find |
(Numbers rounded; mood taken as content ≈ 100% or miserable ≈ 20%.) The takeaway is that **who you
assign to search matters as much as whether you search at all.** A greedy, miserable warden is not a
guard — he is a supply line you are paying to pretend otherwise.
## The bent warden as a supply route *in*
Corruption is not only "looks away." The other half is reaching *in* — a bent guard who slips a
prisoner contraband through the very same door a smuggler or a gangmate uses. Only what can ride on a
body gets slipped across a handshake. Whether and when a guard does this is gated on that guard's
Corruption.
In Contraband on its own, this "smuggle in" ability exists but is not yet wired to an in-game trigger.
It is the seam **Institution: Gangs** drives when a gang's outside members pay a bent warden to make a
delivery, and the thing a planned secure-zone checkpoint that frisks *guards* is meant to catch.
Search-side corruption (looking away) is fully live today; reach-in corruption is the hook the rest of
the suite plugs into. See [Compatibility](Compatibility.md).
## How to play with it
- **Vet your wardens.** A Greedy or Kind pawn on prison duty is a liability the trait tooltip won't
warn you about. Ascetic and Industrious make the best searchers; Psychopath and Abrasive are
brutally effective if you can stomach them.
- **Watch mood.** A prison-duty warden in a slump is failing at both jobs — searching *and* not
smuggling. Keep your guards content or rotate them out.
- **Redundancy beats brilliance.** Because each search is one shot per prisoner per day and even a good
warden misses a well-hidden shiv, a *second* diligent warden over time matters more than a single
perfect search.
## Quick reference
| Constant | Value | Meaning |
|---|---|---|
| Diligence baseline | 0.55 | before traits and mood |
| Corruption baseline | 0.04 | most guards are mostly honest |
| Diligence mood scale | ×0.6 .. ×1.1 | miserable → content |
| Corruption mood scale | ×1.6 .. ×0.7 | miserable → content |
| Look-away multiplier | ×0.6 | applied to Corruption, per item |
| Smuggle payload | body-hideable contraband only | what fits in a handshake |
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
Ward. Each stands alone; together they interlock.*
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# Institution: Contraband
*Prisoners get hold of things they should not have. Wardens turn the cell over looking for them.*
This is the player-facing wiki for **Institution: Contraband**, a RimWorld 1.6 mod. It documents
every mechanic with the real numbers, explains why each one works the way it does, and tells you how
to play with them — and against them.
> **Note on scope.** Contraband was recently *split*. It is now one thing: the **physical smuggling
> loop** of a prison. The engine it used to carry — a pawn's criminal propensity, the criminal
> record, and which pawns count as "in custody" — now lives in **Institution: Core**, which this mod
> requires. The response systems (classification, deterrence, discipline, parole, regime) went to
> **Institution: Justice**, and the gang network to **Institution: Gangs**. When this page mentions
> "the record" or "a pawn's propensity," those belong to Core; Contraband reads them.
## The one idea
The whole Institution suite rests on a single sentence:
> **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (circumstance,
> mood, treatment) — and the colony can police it.**
Contraband is the half of that sentence you can *hold in your hand*. A propensity is abstract until a
disposed prisoner files a blade off his bunk, palms a twist of yayo on the way into a cell, or starts
digging. Contraband is where the spectrum becomes an object with edges.
## Vanilla built the demand and forgot the supply chain
RimWorld already ships a fully-built junkie. Raiders spawn addicted and carrying combat drugs. You
down one, capture strips everything, and now withdrawal grips them in the cell. A prisoner already
*seeks* a drug on their own, and already *ignores* the forbidden flag inside their own cell.
Put a drug within reach of an addicted prisoner and the base game makes them take it. Today. The
consumer, the craving, the reach, the ignore-forbidden — all of it already works.
What does **not** exist is any answer to two questions:
| Vanilla has | Vanilla lacks |
|---|---|
| A prisoner who wants contraband | Any route for contraband to reach the cell |
| A warden with fifteen jobs | A sixteenth called *search* |
The base game's warden can chat, convert, feed, execute, enslave, release, suppress — and cannot look
in a pocket. Contraband builds exactly the missing two halves: **supply** and **search**. It does not
need to build the junkie, because Ludeon already did.
## Concealment is a secret, not an item
This is the load-bearing design decision:
> **While it is concealed, there is no item.**
A hidden shiv is not in the gear tab. There is no icon. There is no stack on a shelf. The player is
told **nothing**. The item does not become a real object in the world until exactly two moments:
- when the prisoner **uses** it (it appears in their inventory), and
- when a warden **finds** it in a search (it is confiscated and never becomes an item at all).
Why go to the trouble? Because *an item you can see in the UI is not contraband* — it's inventory, and
there would be nothing to discover and no reason to ever order a search. The whole tension of the
system is that **you never know**. A warden you send to toss a cell might find a blade, might foil a
tunnel, or might waste twenty minutes on a prisoner who was hiding nothing — and that empty search
still has to cost, or the mere *offer* of the job would be the discovery.
Read the full lifecycle in **[Concealment and Intake](Concealment-and-Intake.md)**.
## The four supply routes and the one counter
| Route | What it is | Page |
|---|---|---|
| **Intake** | A captive hides the small contraband they walked in with | [Concealment and Intake](Concealment-and-Intake.md) |
| **Improvise** | Whittle a shiv from the cell's own furniture | [Improvised Weapons](Improvised-Weapons.md) |
| **Tunnel** | Dig out under the perimeter with a filed pick | [Tunnels](Tunnels.md) |
| **A bent warden** | A greedy or over-kind guard smuggles *for* a prisoner | [Corruption](Corruption.md) |
| **The counter** | A prioritized cell toss that reads the tells | [Warden Search](Warden-Search.md) |
And because every guard is a person with their own diligence and their own price, the search is only
as good as who you send — see **[Corruption](Corruption.md)**.
## How everything is contraband without a list
Contraband names no items. It recognises three kinds of thing:
1. **Anything explicitly marked as contraband** — the opt-in, with pluggable behaviour a mod can
supply.
2. **Every drug** — vanilla's, Vanilla Expanded's, mods that don't exist yet. Hard drugs conceal
better (0.75 vs 0.5).
3. **Every weapon** — how well it hides, and where, is decided by its **mass**. A knife rides on the
body; a heavy gun goes under the floor; a minigun (over 10 kg) hides nowhere.
It reads the item's own stats rather than editing anything. Nothing changes another mod's items.
Details in [Concealment and Intake](Concealment-and-Intake.md) and [Compatibility](Compatibility.md).
## Index
- **[Concealment and Intake](Concealment-and-Intake.md)** — the secret model, where a thing can hide,
the three kinds of contraband, intake on capture, redemption, and how a smuggled vessel keeps its
contents.
- **[Improvised Weapons](Improvised-Weapons.md)** — the shiv whittled from furniture, how its
material carries through, the damage tell, and who reaches for it in a breakout.
- **[Tunnels](Tunnels.md)** — the Prison-Architect dig under the perimeter, which pawns dig, and how a
search uncovers the shaft.
- **[Warden Search](Warden-Search.md)** — the prioritized search, how tells and the record drive
priority, what a search does, and how it feeds back.
- **[Corruption](Corruption.md)** — Diligence and Corruption from traits and mood, how they scale a
find, and the bent warden who looks away or smuggles in.
- **[Compatibility](Compatibility.md)** — the Core dependency, the Foul Play bridge, Justice/Gangs
interplay, and the prison mods the suite is tested against.
## The suite
Each mod stands alone as an install; together they form one system.
| Mod | Owns | Depends on |
|---|---|---|
| **Institution: Core** | propensity, criminal record, secured context | base game |
| **Institution: Contraband** (this) | concealment, intake, shivs, tunnels, search, corruption | Core |
| **Institution: Justice** | classification, deterrence, discipline, parole, regime | Core |
| **Institution: Gangs** | gangs as contraband economies | Core, Contraband, Justice |
| **Foul Play** | vessel + substance + throw framework; the Piss Nuke; bridges its carboy in as contraband | standalone |
| **Ward** | a ward prison mode | — |
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
Ward. Each stands alone; together they interlock.*
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# Improvised Weapons
*The supply route you cannot deny — because you are obliged to furnish the cell, and the furniture is
the raw material.*
You have to give a prisoner a bed. RimWorld will nag you until you do. That bed is a frame of wood, or
steel, or — if you built a nice prison — plasteel. Give a disposed prisoner a season of unsupervised
time with it and they will file a blade off it. **The prison's own furnishings are the arsenal, and
better furniture is worse.**
## The shiv
The shiv is a crude stabbing weapon: *"A blade filed off a bed frame and wrapped in cloth for a grip.
Barely a weapon — but a barely-a-weapon in a cell you thought was empty is a dead guard."*
| Stat | Value |
|---|---|
| Tech level | Neolithic |
| Mass | 0.4 kg |
| Concealability | **0.75** (hides very well — it rides on the body) |
| Hides | on body or in cell |
| Point (Stab) | power 7, cooldown 1.5 s |
| Handle (Blunt) | power 5, cooldown 1.6 s |
| Use | none — an armed prisoner *is* the payload |
Its stats come from its material: it can be made of metal, wood, or stone. A wood shiv is feeble; a
plasteel one is vicious. That is the whole point of the harvest mechanic — you never furnished a cell
thinking of it as an armoury, but that is what it is.
## Who whittles: the disposition gate
Not just "any prisoner." Three things must all be true:
1. **Held.** The pawn is a prisoner, slave, or ward patient. Free colonists do not whittle shivs in
the commons — *yet* (the concealment layer already tracks them; only the authority to act on them
is missing).
2. **Disposed.** A base chance of **0.10**, scaled by Core's nature × nurture. It is a *fixed fact*
about the pawn — the mistreated, high-propensity lifer chews his bed apart; the frightened cook
never does, and never would have, no matter how many times you reload.
3. **Material in reach.** There is a workable source (see below).
The base is deliberately low. Most prisoners are not making weapons. When one is, that is a fact about
*who they are and how you keep them*, and the tell it leaves is meant to point you at exactly that
pawn.
## The source: what counts as raw material
The prisoner looks for the nearest reachable, damageable, usefully-made piece of furniture:
- **Their own assigned bed first** — it is right there in the cell.
- Otherwise the **closest artificial building within 12 tiles** that qualifies.
To be a workable source, a piece of furniture must be:
| Requirement | Why |
|---|---|
| Made of a material | you cannot whittle a blade out of nothing |
| Damageable | it has to take a beating |
| Made of metal, wood, or stone | cloth and leather cannot be filed into a blade |
| Reachable, even through danger | they have to get to it |
This is also the counter-play. A cell furnished only in cloth and hydroponics offers nothing to file.
A steel bed offers a steel shiv. **What you build the cell out of decides whether it can become a
weapon, and how nasty that weapon is.**
## Harvest by damage: the tell *is* the mechanic
Each heartbeat, a whittling prisoner chips at the source — roughly **1.2% of its max hit points per
worked poll**, as blunt damage.
The damage is not a side effect — it is the point. A gnawed bed is **probable cause**. The same tick
that advances the shiv damages the furniture, and that visible wear is what
[Warden Search](Warden-Search.md) reads to send a guard to the *right* prisoner first: a badly damaged
bed shoots a prisoner to the top of the search priority list. Whittling a shiv is loud, in the only
sense that matters — it leaves a mark you can act on.
Because the source takes real damage, a determined prisoner can **reduce a piece of furniture to
wreckage and move on to the next**: if the source is destroyed before the shiv is finished, they look
for another, and if there is none, the route **stalls** (progress is kept, not lost). A materially
poor cell is a real defence — the prisoner cannot make progress with nothing to file.
## How long, and the material it becomes
A shiv takes roughly **1.5 unsupervised days** of active work, jittered ±25% each poll so no two
shivs finish on the same schedule.
When it is finished, it happens **silently** — the player is told nothing. Two things happen:
- **Material carry-through.** The shiv is made of whatever the source was made of. A wood bed yields a
wood shiv, a plasteel bunk a plasteel one, and its combat stats follow.
- **The record.** The pawn's tally of contraband made ticks up (in Core's record). That number feeds
the warden's future suspicion of this pawn and, if you run **Institution: Justice**, their security
classification.
## The shiv comes out in a break — and who reaches for it
A hidden shiv is inert until a breakout. When a prisoner enters an escape or assault-the-colony state,
they will use what they are hiding — but a **weapon** only comes out for someone who would actually
use it. That is the same test that decides whether an escapee even bothers to pick a weapon off the
floor.
This matters because **vanilla escapees never arm themselves at all.** The base game has the behaviour
for opportunistically grabbing a weapon, and simply leaves it out of the escape flow, so a base-game
prisoner walks out unarmed, always. Arming is genuinely new behaviour, so it is kept rare enough that
when it happens you recognise *who* did it.
### Would this pawn arm itself?
First a **hard gate**: a pawn who is incapable of violence never arms, ever — a pacifist who picks up
a rifle is not a rare event, it is a bug. Otherwise the chance is the pawn's **disposition** (who they
are, fixed) times their **circumstance** (what is happening right now), capped at **0.85** and settled
once per pawn as a fixed fact.
**Disposition** — who they are, fixed, nothing about today changes it. A base of 0.10, scaled by trait
and skill:
| Factor | Value |
|---|---|
| Bloodlust | ×2.5 (highest applicable trait only — not a stack) |
| Psychopath | ×2.0 |
| Brawler | ×1.8 |
| Wimp | ×0.3 |
| Kind | ×0.4 |
| skill | scales with their best of Shooting or Melee → range **0.5 .. 2.0** |
*Being captured in a raid does not make someone a fighter* — plenty of prisoners are cooks and
conscripts. A weapon is only worth grabbing if you know what to do with it, hence the skill term.
**Circumstance** — what is happening right now, live:
| Condition | Effect | Reasoning |
|---|---|---|
| Health < 50% | ×0.4 | badly hurt people run or crawl; they don't seek a fight |
| ≥ 2 other prisoners escaping within 12 tiles | ×2.0 | a crowd emboldens; one man slips out, six men riot |
| An armed colonist within 20 tiles | ×1.8 | now a weapon is not bravado, it's the plan |
### Which weapon they reach for
An arming escapee prefers, in order:
1. **Their own dropped weapon** — the gun they carried when you downed them, still lying where it fell
within 45 tiles. The base game remembers where it fell and then never uses that for prisoners. *"A
man walking back to the spot where his own rifle fell is a better story than a man rummaging through
your stockpile."* A prisoner does not care that you marked it forbidden.
2. **Anything to hand** within 18 tiles — but only for a pawn over a higher disposition floor (0.35).
Rummaging a stockpile is a further step than grabbing your own gun back.
A concealed shiv slots into this the natural way: a prisoner who has been sitting on a blade and who is
the sort to use it does not leave it in his pocket — it goes straight into his hand. The pawn who
would *not* arm keeps it hidden and runs — and the shiv survives to be found in a later search, or
used in a later break.
## Not only shivs: the crude pick
The same whittling behaviour makes the **crude pick** — filed off furniture exactly the same way, with
the same disposition gate and the same damage tell — but its purpose is a tunnel rather than a fight.
See [Tunnels](Tunnels.md).
## Quick reference
| Constant | Value | Meaning |
|---|---|---|
| Improvise base chance | 0.10 | before nature × nurture; fixed per pawn |
| Damage per worked poll | ~1.2% of source max HP | blunt; the visible tell |
| Source search radius | 12 tiles | own bed first, then nearest workable furniture |
| Time to finish a shiv | ~1.5 active days | jittered ±25% per poll |
| Workable material | metal / wood / stone | cloth and leather cannot be whittled |
| Shiv concealability | 0.75 | hard to find on the body |
| Arm chance cap | 0.85 | after disposition × circumstance |
| Own-weapon reach | 45 tiles | their dropped weapon |
| Any-weapon reach | 18 tiles | scavenge floor 0.35 disposition |
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
Ward. Each stands alone; together they interlock.*
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# Tunnels
*The Prison-Architect dig: a disposed pawn goes down, not through — under the ground and everything
built on it, out past the last wall you were relying on.*
A locked door stops a prisoner who wants to walk out. It does nothing at all about a prisoner who
digs. This is the escape that ignores your perimeter, because it does not cross it — it goes beneath
it. It is slow, it is quiet, and it works for pawns who would never join a mood-driven riot.
## The crude pick
The dig needs a tool. The crude pick is filed off the cell's own furniture exactly the way a shiv is —
same disposition gate, same damage-to-furniture tell; see
[Improvised Weapons](Improvised-Weapons.md). Where the shiv is a weapon, this is a *way out*: it
carries no combat stats and is never equipped.
| Stat | Value |
|---|---|
| Description | *"Useless as a weapon and useless above ground — but pointed downward, patiently, it is a way out that no lock and no guard can see."* |
| Max HP | 60 |
| Mass | 1.2 kg |
| Concealability | **0.5** |
| Hides | in cell only (too bulky to ride on a body) |
| Deteriorates | yes |
Because it can only hide in the cell, a warden turning over the *room* can find the pick itself — and,
far more easily, the hole it is digging.
## A second secret riding on the first
A tunnel is *"the third thing a contraband item can be, after 'made' and 'used in a break': a thing
you dig your way OUT with, quietly, over days."* It is deliberately **not a job** you can catch a pawn
performing. There is no supervised task a warden could walk in on and interrupt — only a secret that
grows and a wall that eventually gives. The dig advances on the same 250-tick heartbeat that makes
contraband, so *the same search that finds a shiv can find the tunnel*.
The pick must first be **made** (or smuggled). Only once it is finished does the dig begin, as a
second, longer secret carried on the same hidden pick.
## Who digs
Digging gates on three things:
1. **A person, and held** — prisoner, slave, or ward patient.
2. **The disposition to dig for weeks:** a base chance of **0.08** — deliberately below the shiv's
0.10. *"Fewer pawns will dig for weeks than will palm a shiv."* It is a fixed fact about the pawn.
3. **A viable plan exists** — there has to be somewhere to surface (see below).
This is the entire reason tunnels live in Contraband and not in a prisoner-only escape mod:
> It works for prisoners **and ward patients** alike. Prisoner Realism's escapes are for "mood
> prisoners" mid-break bashing a door, and a committed ward patient is never that pawn. A patient with
> a filed-down pick and the disposition to use it can still, slowly, dig out — and nothing else in the
> ecosystem lets them.
## Planning the dig: aim for the wilderness
The target is **not** the cell wall. *"You do not go through the wall, you go under it."* The pawn
aims for the **nearest wilderness** — the first standable spot, scanning outward up to **60 tiles**,
that opens onto the map edge and is not the room they are held in.
Two consequences fall straight out of that:
- **Depth is your defence, and a single wall is not.** A tunnel from a deep bunker is a long dig; a
tunnel from a shack against the map edge is a short one. Wrapping one more wall around a cell does
almost nothing — the dig already ignores intervening walls entirely.
- **A fully enclosed, map-locked base with no reachable edge has nowhere to surface.** The plan fails,
no progress is made, and the tunnel **stalls** — progress is kept, not lost. Seal the map and the
shaft simply waits.
### How long
Dig time scales with how deep the cell sits — about **6 cells of depth per day**, clamped between 3
and 15 days, and jittered ±25% each poll:
| | Days |
|---|---|
| Minimum (shallow cell near the edge) | **3** |
| Maximum (deep bunker) | **15** |
| Per day of digging | ~6 cells of depth |
The floor of 3 days keeps even the shortest tunnel a *real threat window* you have time to catch; the
ceiling of 15 keeps the deepest from being effectively forever.
## The tell: spoil
A dig has to go somewhere, and the dirt is where you notice it. Each dig tick, about half the time,
the pawn drops one tile of dirt filth where they are digging:
> A dirt floor swallows it; a paved cell shows it — exactly where a player might notice.
It is cheap and occasional on purpose: enough that a paved cell slowly accumulates a suspicious mess,
not so much that it spams filth or litters a clean cell every tick. If you floor your cells, spoil is a
genuine visual cue that someone is digging.
## Finding a tunnel in a search
A tunnel is *"a second, far less hideable secret."* The pick hides at concealability 0.5, but the
**shaft** gives itself away in proportion to how far along it is. When a warden search reaches the
cell, an extra find chance is added on top of the tool's normal find chance — scaling up to **+0.40**
at a nearly-finished tunnel.
So a routine cell toss that finds a shiv can also catch a dig in progress — *"the same guard patrol
that finds a shiv finds the hole"* — and the deeper the shaft, the harder it is to miss. A foiled dig
counts against the prisoner the same as one that ran: on discovery, their escape-attempt tally ticks
up, which raises this pawn's future search priority sharply (a known tunneller is the prisoner a warden
checks first — see [Warden Search](Warden-Search.md)). The full find math is on the
[Warden Search](Warden-Search.md) page.
## Breakout
When the dig finishes:
1. **Re-plan the exit** so it is correct even if the base changed during the weeks of digging.
2. **Breach the outer wall or fence** the tunnel comes up beside — the *outermost* impassable wall or
fence between the cell and the surfacing point. It is destroyed, leaving a visible hole the colony
must repair, and proof of how they got out. An open perimeter needs no breach.
3. **Record the attempt** — it happened whether or not they get clear of the map.
4. **Surface beyond the perimeter.** They dug all the way out, so they emerge *outside*, not in the
yard, with a little spoil dirt to mark where they came up.
5. **Hand off to vanilla.** Now that they are loose and outside, the base game's prison-break flow —
and anything layered on it, e.g. **Prisoner Realism** — takes it from there. A pawn already outside
who no longer qualifies as an in-prison escapee simply flees on their own; the breach and the
emergence are the real outcome regardless.
The player gets one message: *"{pawn} has tunnelled out under the perimeter and escaped."* The tunnel
and the pick are spent together.
## How to defend against it
| Defence | Effect |
|---|---|
| **Floor the cells** | spoil dirt becomes visible; you can *see* a dig |
| **Search known offenders** | a logged escape attempt is the heaviest single term in search priority |
| **Deny the pick's raw material** | no workable furniture, no pick — same starve as the shiv |
| **Depth** | a deeper cell is a longer dig and a wider window to catch it |
| **Seal the map** | no reachable edge means the tunnel stalls indefinitely |
Note what does **not** help much: adding perimeter walls. The dig goes under them and only breaches the
*last* one on the way out.
## Quick reference
| Constant | Value | Meaning |
|---|---|---|
| Dig base chance | 0.08 | before nature × nurture; fixed per pawn |
| Wilderness search radius | 60 tiles | how far out it looks for a surfacing point |
| Cells per day | 6 | dig speed vs. cell depth |
| Min / max dig time | 3 / 15 days | clamps on depth ÷ 6 |
| Spoil chance per dig tick | 50% | one tile of dirt filth |
| Extra find chance | up to +0.40 | scales with how far along the dig is |
| Pick concealability | 0.5 | in cell only |
| On discovery / breakout | escape attempt logged | counted either way |
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
Ward. Each stands alone; together they interlock.*
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# Warden Search
*The sixteenth warden job vanilla never wrote. A guard turns the cell over, and might find nothing —
which is exactly why it has to cost.*
The warden can chat, convert, feed, execute, enslave, release, suppress, and eleven other things.
Searching a prisoner is not one of them, and no such job exists anywhere in the base game. Contraband
adds it as a **new** warden job, not a change to an existing one, and builds it around a single hard
rule: **the search must be able to come up empty.**
## Authority vs. act
The design splits one job into two halves:
| Half | Question it answers | Notes |
|---|---|---|
| The search **assignment** | **Who** may be searched? | it is ordinary warden work — a warden already has the run of the prison, so no new authority is invented |
| The search **act** | **What** is a search? | walk to the pawn, turn them over, resolve |
> The assignment is the authority. The act is just the act.
Why bother splitting them? Because the enforcement layer is meant to grow. A future **Institution:
Police** module adds a *second* authority — a cop who may stop and frisk a **free colonist** — reusing
the same act with a **narrower reach** (a street frisk gets what is on the body, not what is under the
floorboards). That module is an *addition*, not a rewrite, precisely because "who may search" and
"what a search reaches" were never welded together.
## Who gets searched
The search is warden work, and it sits at a deliberate spot in the warden's priorities:
| Property | Value | Why |
|---|---|---|
| Work type | Warden | it is warden work |
| Priority within warden work | **below feeding** | a starving prisoner matters more than a hidden shiv |
| Capacities needed | Manipulation, Sight | you search with your hands and eyes |
| Ranked by suspicion | **yes** | pick the right prisoner, not the nearest |
That last one — ranking by suspicion rather than distance — is what lets a gnawed bed and a thick
record send the warden to the *right* prisoner first.
A search is offered only if all of these hold: the warden should be looking after this prisoner, the
per-prisoner cooldown is up, the prisoner is **awake, not downed, and not in a mental state**, and the
warden can reach them.
Note what is **not** checked:
> Whether the prisoner is actually hiding anything. **The warden does not know. Nobody knows until the
> cell is turned over.** If the job were only offered when there was something to find, the mere
> appearance of the job would BE the discovery, and searching would stop being a gamble the player
> pays for in warden-hours. An empty search has to be possible, and has to cost.
### The cooldown
The same prisoner cannot be turned over more than **once per day** (60,000 ticks). You cannot
brute-force a well-hidden shiv by re-searching the same prisoner ten times in an hour. Every search is
one shot, and then that prisoner is off the list for a day.
## Priority: the search reads the tells
Everyone is worth a routine toss; the tells push a prisoner up the queue. Priority is built up like
this:
- **Base 4** — a routine toss for every prisoner.
- **Up to +12 for a gnawed bed** — scaled by how damaged their owned bed is. A badly damaged bed
shoots to the top.
- **Up to +8 for their record** — prior catches (×2 each), contraband made in the past (×0.5 each),
and foiled escape attempts (×3 each, **the heaviest term**), capped at +8 so the record cannot
completely swamp fresh probable cause.
| Term | Weight | Meaning |
|---|---|---|
| Base | 4 | a routine toss for every prisoner |
| Gnawed bed | up to +12 | how far below full HP their owned bed sits |
| Times caught | ×2 | already caught with contraband before |
| Contraband made | ×0.5 | has finished contraband in the past |
| Escape attempts | ×3 | **the heaviest term** — a known tunneller is checked first, every time |
| (record cap) | +8 max | the record cannot completely swamp fresh probable cause |
The record is only read here, never created. The base of 4 for everyone is not an accident —
**innocent prisoners still get frisked**, because the search must be able to come up empty or its mere
offer would be the discovery.
**Worked example.** A prisoner whose bed sits at 40% HP (so 60% missing), with 2 prior catches and 1
foiled tunnel:
> 4 + (12 × 0.6) + min(8, 2×2 + 1×3) = 4 + 7.2 + 7 = **18.2**
versus **4** for a clean prisoner with an intact bed. The warden walks past the quiet one and goes
straight for the one who has been busy. This closes the loop
[Improvised Weapons](Improvised-Weapons.md) opens: whittling a shiv chews the bed, the damage is
probable cause, and the warden's *suspicion* — not the player's eye — sends them to search.
## The act: what a search does
The searcher walks to the subject, spends a **900-tick** turn with a progress bar, then resolves.
Resolution always does two things, hit or miss:
1. Starts the daily cooldown on that prisoner.
2. Ticks up how many times this pawn has been searched — *"classification and the guard's future
suspicion read how often this pawn has been turned over."*
Then it goes through everything the subject is hiding that this search can **reach** (a full warden
search reaches both the body and the cell; a narrower future street-frisk reaches only the body). If
nothing is reachable, the job ends here — the time was still spent, and the player is told nothing.
### Find math, per hidden item
For each reachable secret, the chance to find it is built like this:
- Start from a **base of 0.35**, plus **0.03 for each level of the warden's Social skill**.
- Scale by how concealable the item is: the factor pivots at concealability 0.5. A drug at 0.5 is
average (×1.0), a shiv at 0.75 is halved (×0.5), a heavy weapon at 0.35 is boosted (×1.3).
- If the item is a **tunnel in progress**, add its extra find chance (up to +0.40 for a nearly
finished shaft), and the ceiling rises.
- Multiply the whole thing by the warden's **Diligence** — a lax, kind, or miserable guard scales it
down.
- Before the find roll, a **bent** warden gets a flat chance to look the other way (their Corruption ×
0.6) even on an item they would otherwise have found.
- The chance is clamped to between 0.02 and 0.95 (0.98 for a tunnel).
Reading it in plain terms:
- **Skill raises the ceiling; concealability lowers it.** Each level of the warden's Social skill adds
a little; a well-hidden item takes a lot of it back.
- **A good warden still misses a well-hidden shiv more often than not.** A level-8 Social warden
searching for a 0.75-concealability shiv is already well under a coin-flip *before* Diligence scales
it down further.
- **A tunnel is a different story.** The pick hides at 0.5, but a nearly-finished shaft adds up to
+0.40 and the cap rises to 0.98 — the deeper the dig, the harder it is to miss. A routine cell toss
catches a dig in progress.
- **The warden's own thoroughness and price** enter last: Diligence multiplies the whole chance down
for a lax, kind, or miserable guard, and Corruption gives a bent guard a flat chance to look the
other way even on an item they would otherwise have found. Both are on the
[Corruption](Corruption.md) page.
### On a find
- The item is confiscated — it **never becomes a real object**, nothing drops on the floor.
- The prisoner's times-caught tally ticks up (raising future suspicion, feeding classification).
- If it was a tunnel, their escape-attempt tally ticks up too — a foiled dig counts the same as one
that ran.
The player gets a message — *"{warden} searched {prisoner} and found hidden {item}"*, or the tunnel
variant. If nothing is found the player is told **nothing**: they do not learn there *was* something,
only that the warden's time was spent.
## Writing back to the record
Every outcome updates Core's criminal record, which is what makes the search a *loop* rather than a
one-off dice roll:
| Tally | Updated when | Read by |
|---|---|---|
| Times searched | every search, hit or miss | priority, suspicion, classification |
| Times caught | a find | priority (×2), classification |
| Escape attempts | a foiled tunnel | priority (×3, heaviest), classification |
If you run **Institution: Justice**, those same tallies drive a prisoner's security classification and
feed the deterrence signal — a prison that catches contraband becomes a prison that classifies its
troublemakers correctly and deters the next attempt. If you run Contraband alone, the tallies still
route the warden. See [Compatibility](Compatibility.md).
## Quick reference
| Constant | Value | Meaning |
|---|---|---|
| Base find chance | 0.35 | before skill and concealability |
| Per Social level | +0.03 | skill raises the ceiling |
| Find chance clamp | 0.02 .. 0.95 | (0.98 for a tunnel) |
| Search duration | 900 ticks | one turn, hit or miss |
| Search cooldown | 60,000 ticks (1 day) | per prisoner |
| Priority base | 4 | every prisoner is worth a routine toss |
| Gnawed-bed weight | up to +12 | how far below full HP their bed sits |
| Record weight | up to +8 | caught ×2 + made ×0.5 + escapes ×3 |
| Default reach | body + cell | narrowed by a future street-frisk |
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs, alongside Foul Play and
Ward. Each stands alone; together they interlock.*
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# Criminal Record — the history of fact
If [Propensity](Propensity.md) is *suspicion* — "this pawn seems dangerous" — the criminal record is
*fact*: "this pawn **has** escaped twice and shanked a guard." The two are deliberately different
kinds of thing. Propensity is computed fresh from who a pawn is and how they're treated; a record is a
durable log of what they've actually done, written once when it happens and read forever after.
There is exactly **one criminal record per pawn**, and the whole suite shares it. Classification grades
on it, parole gates on it, the deterrence loop reacts to it, and reintegration remembers it. Because
everyone reads the same record, no two parts of the suite can disagree about a pawn's past.
---
## What a record remembers
A record is a small set of counters plus two special marks. Core provides the record and keeps it
safe; the individual events are logged by whichever mod they happen in.
| What it tracks | Starts at | Meaning | Tracked by | Used by |
|---|---:|---|---|---|
| Crimes committed | 0 | count of committed crimes | Justice (and gang fights) | classification risk score, deterrence |
| Escape attempts | 0 | breakout attempts | Contraband | classification risk score |
| Contraband made | 0 | items brewed / whittled | Contraband | classification risk score |
| Times searched | 0 | how often searched | Contraband (warden search) | search prioritisation |
| Times caught | 0 | searches that found something | Contraband (warden search) | classification risk score |
| Last crime | never | when the most recent crime happened | Justice | recency / cooldown checks |
| Reform | 0 | rehabilitation score (see below) | Justice (discipline, parole) | **Propensity's Nurture**, parole gate, reintegration |
| Pardoned | no | granted a clean slate after genuine reform | Justice (on release) | parole gate, reintegration |
"Last crime" starts at *never* — a distinct value from "at the very first moment of the game."
Everything else starts at zero / no.
> **Who logs what.** Core is the *vault*, not the *clerk*. It hands out records and keeps them; the
> actual "a crime just happened, add one" logging lives in the mod where the event occurs. The columns
> above name which mod does that — Core itself only holds the fields.
## Reform — the pivot of the suite
Most of a record is inert tallies. **Reform** is the one entry that feeds back into behaviour, and it's
worth its own section. It's raised by good treatment and good conduct, decays without either, and can
be driven negative by harsh punishment. A record is where a sentence's *outcome* is stored, and three
systems lean on that one number:
- **[Propensity](Propensity.md)'s Nurture** scales a pawn's disposition by their reform score — so a
genuinely rehabilitated pawn (reform above 0) is calmer *for good*, and a prisonized one (reform
below 0) is inflamed *for good*. This is how institutionalization and recidivism enter the game
without a separate mechanic bolted on.
- **Parole** (Justice) gates release on it: a pawn is only releasable once reform clears a threshold.
It's the number that says "this one is ready."
- **Reintegration** reads it to decide when a clean slate is earned — which is what the *pardoned*
mark records.
The negative range isn't a bug — it's the "hardened" end of the spectrum, and Nurture is written to
expect it.
## Pardoned and blank records
The **pardoned** mark flips on exactly once, after genuine reform, so reintegration can grant a clean
slate without erasing the history that earned it — the counters stay, but the pawn is marked forgiven.
A record counts as **blank** when nothing meaningful has ever been written to it: no crimes, no escape
attempts, no contraband, never caught, reform still 0, not pardoned. Note what blankness *ignores*:
times searched and the last-crime time aren't part of the test. A pawn who was searched and found clean
— searched but never caught, never a crime — still counts as blank. That's intentional: being
*checked* is not a mark against you, only being *found* is.
---
## Records are created only when needed
Records are made lazily. A pawn only gets a record the first time something is actually **written** to
it — a crime, a search that found something, a reform change. Simply **reading** a pawn's disposition
never creates one.
That distinction matters because Propensity's Nurture reads a pawn's reform score constantly, on every
pawn on the map, as part of judging their mood. If merely checking disposition created a record, every
mood check would stamp a criminal file onto every innocent pawn on the map. Because reading only peeks
— and tolerates a pawn having no record at all — the innocent stay off the books.
The rule the whole suite follows: **something happened → a record is created and written; just looking
→ no record is created.**
---
## Persistence
Records save with your game and reload with it, and there's exactly one shared store for the whole
colony — no mod keeps its own private copy, which is what keeps them all agreeing with each other.
On load, that store cleans itself up. Three kinds of record get dropped:
1. **Records of pawns who are gone** — dead or removed. They take their records with them.
2. **Corrupt entries** — a guard against a broken save.
3. **Blank records** — anything still blank. There's no reason to keep a file that records nothing.
The upshot: **records are cheap and self-cleaning.** Anything that never got a real mark written to it
simply evaporates on the next load, so the save never bloats with one empty file per pawn ever glanced
at.
---
*Part of the **Institution** suite.*
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# Institution: Core — Wiki
*The shared foundation of the **Institution** suite: a set of RimWorld 1.6 mods about what an
institution does to the people inside it, and the crime, policing, and justice that put them there.*
Core is the engine every other Institution mod runs on. **On its own it changes nothing you can
see** — no items, no jobs, no new menus. It sits completely quiet until another Institution mod is
installed on top of it. You install Core only because something else asks for it.
This wiki explains what that hidden engine actually does once a mod above it puts it to work — down to
the exact numbers, because knowing how the numbers move is half the fun of running a prison.
---
## The one idea
> **Every pawn has a criminal propensity on a spectrum — nature (traits) × nurture (circumstance,
> mood, treatment) — and the colony can police it.**
That single sentence is the whole suite. Colonists, prisoners, and slaves drift toward crime on a
continuous spectrum; a policing and justice layer discovers, catches, punishes, reforms, or paroles
them. Core is where the *spectrum* itself lives — before anyone is caught, before there is a record to
read, before there is a warden to search them.
## Why a shared engine
The propensity idea didn't start out abstract. It grew up twice, in two different mods: one deciding
which drunk, miserable pawn starts a mess, and one deciding which prisoner whittles a shiv the moment a
door opens. Both were asking the same real question — *would **this** pawn do it?* — and each answered
it its own way, which meant they could disagree about who was dangerous.
Core exists so they stop disagreeing. When the contraband system, the justice system, and the gang
system all read one disposition engine, they agree about who is dangerous instead of each judging it
separately and drifting apart. The pawn who is "the scary one" is the scary one to every part of the
suite at once. That coherence — not any single number — is the point of a shared foundation.
Core carries exactly the three things every Institution mod needs and none should own alone, and
nothing else:
| Pillar | Answers | Page |
|---|---|---|
| **Propensity** | *Would this pawn do it?* (nature × nurture) | [Propensity](Propensity.md) |
| **Criminal record** | *What has this pawn actually done?* (one history per pawn) | [Criminal Record](Criminal-Record.md) |
| **Secured context** | *What kind of hold is this pawn under, and who may search them?* | [Secured Context](Secured-Context.md) |
The distinction between the first two is the spine of the whole design: **propensity is suspicion, a
record is fact.** Propensity says "this pawn *seems* dangerous"; a record says "this pawn *has*
escaped twice and shanked a guard." Keeping them separate is what lets the colony act on evidence
instead of on vibes.
## The pages of this wiki
- **[Propensity](Propensity.md)** — nature × nurture in full: the trait-weight table, the nurture
multiplier ladder, the disposition formula with worked examples, and why each pawn's roll is fixed
rather than re-rolled.
- **[Criminal Record](Criminal-Record.md)** — everything a record remembers, who fills in each part,
how it persists across saves, and why *reform* is the pivot of the whole suite.
- **[Secured Context](Secured-Context.md)** — the Free / Prisoner / Slave kinds, what counts as
"held" versus what counts as "able to hide something," and why the suite keys off this instead of
"is a prisoner."
- **[Treatment Engine](Treatment-Engine.md)** — the shared rehabilitation maths: mark a condition
treatable, reduce it a little each session by skill and facility quality, and build a recovery track
toward discharge. Ward's psychiatric care and Justice's reform run on this one engine.
- **[Modder API](Modder-API.md)** — the "for modders" page: the tools any mod can call to build on
Core. Players can skip it.
## The suite
Each mod stands alone as an install; together they form one system. Core sits underneath everything
else.
| Mod | What it adds | Needs |
|---|---|---|
| **Institution: Core** (this) | the propensity / record / context engine | base game only |
| **Institution: Contraband** | concealment, improvised shivs, tunnels, warden search, warden corruption | Core |
| **Institution: Justice** | classification, deterrence, discipline, parole, regime, and **policing** (colony crime → weighed arrest) | Core, Harmony |
| **Institution: Gangs** | gangs as contraband economies: joining, smuggling, rivalry, fights-as-crime | Core, Contraband, Justice |
| **Institution: Ward** | psychiatric care — a prisoner treated, not punished, on Core's treatment engine | Core, Harmony |
| **Foul Play** | the vessel + substance + throw framework, home of the "Piss Nuke" | standalone; bridges to Core + Contraband |
## Requirements & load order
- **RimWorld 1.6.** Core needs only the base game — no Harmony, no DLC, no other mod.
- Load Core **before** any other Institution mod in your mod list.
---
*Part of the **Institution** suite.*
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# Modder API — building on Core
Core is a library. It has no XML, no defs, no UI — its entire purpose is to be *called*, by the other
Institution mods and by yours. This page is the public surface, with the one seam that matters most
(`Propensity.DeterrenceFactor`) explained in full.
> **This page is for modders.** Every other page in this wiki is written for players; this one is the
> technical surface for building on Core. If you just want to know how the mod plays, start at the
> [Home](Home.md) page and the [Propensity](Propensity.md) / [Criminal Record](Criminal-Record.md) /
> [Secured Context](Secured-Context.md) / [Treatment Engine](Treatment-Engine.md) pages instead.
Everything here is verified against the three source files in `Source/Core/`.
---
## The namespace is `Contraband`
Before anything else: **all of Core's types live in `namespace Contraband`**, not `Core` and not
`Institution`. This is historical — the engine was extracted from Institution: Contraband — and it is
not going to change under you, but it does mean your `using` looks slightly surprising:
```csharp
using Contraband; // Propensity, CriminalRecord, GameComponent_CriminalRecords,
// SecuredKind, SecuredContext, SecuredContexts,
// TreatmentProgram, TreatableConditionExtension
```
Reference the assembly `InstitutionCore.dll` (packageId `flan.institution.core`) and load your mod
after Core.
## The public surface at a glance
| Call | Returns | Creates state? | Use for |
|---|---|---|---|
| `Propensity.Nature(pawn)` | `float 0..1` | no | fixed trait-based disposition |
| `Propensity.Nurture(pawn)` | `float` (multiplier) | no | live circumstance multiplier |
| `Propensity.Would(pawn, baseChance, salt, cap=0.85)` | `bool` | no | the seeded yes/no for a behaviour |
| `Propensity.DeterrenceFactor` | `Func<Pawn,float>` field | — | the seam a justice layer fills |
| `GameComponent_CriminalRecords.For(pawn)` | `CriminalRecord` | **yes** (blank on first ask) | write paths |
| `GameComponent_CriminalRecords.PeekFor(pawn)` | `CriminalRecord?` | no | read paths |
| `SecuredContexts.Of(pawn)` | `SecuredContext?` | no | one pawn's hold kind |
| `SecuredContexts.OnMap(map)` | `IEnumerable<SecuredContext>` | no | every held/free pawn on a map |
| `TreatmentProgram.HasTreatableCondition(pawn)` | `bool` | no | is there a marked condition to work through? |
| `TreatmentProgram.ReduceConditions(pawn, strength)` | `void` | mutates hediffs | run one session's worth of treatment |
| `TreatmentProgram.FacilityQuality(pawn)` | `float 0.5..1.5` | no | scale a session by the room's quality |
| `TreatmentProgram.AdvanceRecovery(pawn, def, amount)` | `float` | **yes** (recovery hediff) | build a discharge / parole track |
All of these are `static` and null-safe. None throws on a null pawn; they return `0.05`/`1f`/`null`/
`false` as appropriate. See the [Propensity](Propensity.md), [Criminal Record](Criminal-Record.md),
and [Secured Context](Secured-Context.md) pages for the mechanics behind each.
---
## Asking "would this pawn?"
The idiomatic pattern for a new behaviour is: pick a **base rate**, pick a **stable salt** unique to
your question, and call `Would`. Do not re-implement the nature/nurture math — that is the whole point
of the shared engine.
```csharp
using Contraband;
// A unique, STABLE salt for this specific question. Any constant int works; keep it
// distinct from other questions so the rolls stay independent per behaviour.
private const int Salt_WouldStealMeds = 0x5EED01;
if (Propensity.Would(pawn, baseChance: 0.08f, salt: Salt_WouldStealMeds))
{
// this pawn, under these conditions, is the kind who does this
}
```
Because the roll is seeded on `pawn.thingIDNumber ^ salt`, the answer is a stable fact per pawn per
question and survives save/reload — so you can ask it repeatedly and get a consistent character, and
different salts give you independent facts about the same pawn. Pass a custom `cap` if `0.85` is the
wrong ceiling for your behaviour (e.g. a lower cap for something that should always keep a large
chance of not happening).
If you only need the ingredients — say, to display a disposition readout or gate a threshold — read
`Nature` and `Nurture` directly. Institution: Gangs, for instance, joins a pawn to a gang when
`Nature(pawn) * Nurture(pawn)` clears its own threshold, computed from these two calls rather than
from `Would`.
## Reading and writing records
Follow the one rule from the [Criminal Record](Criminal-Record.md) page — **write with `For`, read
with `PeekFor`** — so read paths never litter the save with blank records.
```csharp
using Contraband;
// WRITE: an event happened, so we need a record to write to.
CriminalRecord rec = GameComponent_CriminalRecords.For(pawn);
rec.contrabandMade++;
// READ: peek, and tolerate null (the pawn may have no record yet).
CriminalRecord existing = GameComponent_CriminalRecords.PeekFor(pawn);
if (existing != null && existing.reform < 0f)
{
// this pawn has been hardened
}
```
Core owns the storage and persistence; you own the meaning of your own events. Do not keep your own
per-pawn crime dictionary — that is exactly the fragmentation Core exists to prevent.
## Working across hold kinds
Reduce a pawn to its context and branch on the *predicate*, not the label:
```csharp
using Contraband;
SecuredContext? maybe = SecuredContexts.Of(pawn);
if (maybe is SecuredContext ctx && ctx.IsHeld)
{
// prisoner OR slave OR ward patient -- all covered, no special cases
}
// Sweep everyone the suite cares about on a map:
foreach (SecuredContext c in SecuredContexts.OnMap(map))
{
if (c.CanConceal) { /* consider hoarders too, not just the held */ }
}
```
`Of` returns `null` for anything the suite does not model (animals, mechs, the dead), so a `null`
check is your "not our business" branch.
## Running a treatment programme
Core carries the maths of "sustained attention in a secured facility reduces a marked condition and
builds a recovery track toward discharge" — the shared engine behind Ward's psychiatric care and
Justice's rehabilitation. Mark a hediff treatable with `TreatableConditionExtension`, then drive it
from your own job or interaction:
```csharp
using Contraband;
float strength = skill * TreatmentProgram.FacilityQuality(pawn) * share; // your own blend
TreatmentProgram.ReduceConditions(pawn, strength); // lower the condition
if (!TreatmentProgram.HasTreatableCondition(pawn))
{
TreatmentProgram.AdvanceRecovery(pawn, MyDefOf.Recovery, 0.15f * strength); // build discharge
}
```
You own the interaction mode, the job, the recovery hediff (give it a negative `severityPerDay` so it
decays without attention), and the discharge alert; Core owns only the numbers. Full formulas and the
consumer contract are on the **[Treatment Engine](Treatment-Engine.md)** page.
---
## The `DeterrenceFactor` seam
This is the most important extension point in Core, and the reason Core can remain a **dependency-free
leaf** while a colony-wide deterrence feedback loop runs *through* it.
### What it is
```csharp
// In Propensity:
public static System.Func<Pawn, float> DeterrenceFactor = _ => 1f;
```
A single static delegate. `Nurture` multiplies its result by `DeterrenceFactor(pawn)` as its last
step. Out of the box the delegate returns `1f` for every pawn — perfectly neutral — so **Core alone
behaves as if deterrence did not exist.**
### What it is *for*
Deterrence is a property of the whole colony's climate of order: a well-policed colony should deter
everyone a little; a lawless one should embolden them. That is a feedback loop — catching and
punishing *one* pawn changes the disposition of *the rest*. But deterrence itself is a justice-layer
concept, and Core must not know the justice layer exists.
The seam resolves the tension. Core defines *where* the colony's climate multiplies into disposition
(the last line of `Nurture`) without defining *what* that climate is. From the source:
> *"Deterrence lives in the Justice layer, so Core reads it through the seam above — neutral until
> Justice fills it. This one seam is what keeps Core a dependency-free leaf despite the deterrence
> feedback loop running through it."*
### How Institution: Justice fills it
When Institution: Justice loads, it assigns the delegate, pointing it at its own live deterrence
level. The shape it installs maps a `0..1` deterrence reading to a multiplier that straddles `1.0`:
```csharp
// Illustrative — this lives in Institution: Justice, not Core.
Propensity.DeterrenceFactor = pawn =>
{
float level = DeterrenceLevelFor(pawn.Map); // 0 = lawless, 1 = tightly policed
return Mathf.Lerp(1.3f, 0.7f, level); // lawless emboldens, order deters; neutral at 0.5
};
```
| Deterrence level | Factor | Effect on disposition |
|---|---:|---|
| `0.0` (lawless) | `1.3` | everyone ~30% more inclined |
| `0.5` (baseline) | `1.0` | neutral — a default colony sits exactly here |
| `1.0` (tightly policed) | `0.7` | everyone ~30% less inclined |
*(The `1.3 → 0.7` range, neutral at the `0.5` baseline, are Justice's numbers, documented here for context;
Core only guarantees the neutral `1f` default. Confirm against Institution: Justice's own source for
its current values.)*
### How to fill it yourself
If you are writing your own policing or morale layer and want it to feed disposition the same way,
just assign the delegate — ideally at game load, and ideally composing with whatever is already there
rather than clobbering it:
```csharp
using Contraband;
using UnityEngine;
// Compose: fold your factor into any existing one (e.g. Justice's) instead of overwriting.
var previous = Propensity.DeterrenceFactor;
Propensity.DeterrenceFactor = pawn => previous(pawn) * MyClimateFactorFor(pawn);
```
Two cautions. First, it is a single static field — if two mods both *assign* it (rather than compose),
the last one wins, so compose when you can. Second, keep your factor bounded and centred near `1.0`:
`Nurture` has no clamp on this term, so an extreme factor multiplies straight through into every
pawn's `Would` roll. Return `1f` when you have nothing to say, exactly as the default does.
### Why a delegate and not a dependency
The alternative — Core calling into Justice — would make Core depend on Justice, inverting the whole
topology and breaking Core's promise that it references *only the base game*. A single assignable
`Func<Pawn,float>`, neutral by default, lets the feedback loop run through Core while the arrow of
dependency still points only *at* Core. It is the smallest possible seam that buys the largest possible
decoupling, and it is why Core can sit at the bottom of the suite with zero dependencies of its own.
---
*Part of the **Institution** suite.*
+212
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# Propensity — nature × nurture
Propensity is the suite's disposition engine. It answers one question and only one: *"would **this**
pawn do it?"* — never *"would a prisoner,"* never *"would a colonist."* Every behaviour in the suite
that hinges on a pawn's character comes back to this, so crime, contraband brewing, escape arming, and
gang recruitment all read the same answer instead of each guessing.
The model is deliberately old-fashioned: **nature × nurture.**
- **Nature** is a fixed property of the person — their traits. Almost nobody is strongly disposed, and
this never changes over a pawn's life.
- **Nurture** is what the colony has done *to* them — mood, mistreatment, unmet needs, the shadow a
sentence leaves. This is the half **you** control, and the half no other mod models.
Good conditions pull nurture down; neglect and cruelty push it up. A saint left to rot can cross the
line; a monster kept content and deterred may never act. Both of those stories are possible by design.
---
## Nature — who they are
Every pawn starts from a **baseline of 0.05** — the floor of the human condition in this model:
everyone is capable of *something*, most people barely. From there, each trait the pawn has adds or
subtracts, and the total is held to the 0–1 range (never below 0, never above 1).
### Trait weights
Traits are matched **by name**, so if a trait's mod isn't installed that entry is simply skipped.
That's how Core uses Vanilla Traits Expanded's dark traits when VTE is present without *requiring* VTE
to be installed.
| Trait | Weight | Source | Note |
|---|---:|---|---|
| Psychopath | **+0.45** | Vanilla | no empathy; the heaviest single input |
| Kleptomaniac | **+0.40** | Vanilla Traits Expanded | counted if VTE is installed |
| Bloodlust | **+0.35** | Vanilla | enjoys violence |
| Pyromaniac | **+0.30** | Vanilla Traits Expanded | counted if VTE is installed |
| Greedy | **+0.25** | Vanilla | wants more than their share |
| Abrasive | **+0.15** | Vanilla | friction with everyone |
| Ascetic | **−0.15** | Vanilla | wants little, takes little |
| Kind | **−0.30** | Vanilla | the strongest pull *down* |
Core adds no traits of its own — it reads the ones the game and your other mods already provide.
Vanilla's own dark traits count right alongside VTE's.
### Worked Nature values
Because weights simply add and then clamp, Nature is easy to read by hand:
| Pawn | Arithmetic | Nature |
|---|---|---:|
| Ordinary pawn (none of the above) | 0.05 | **0.05** |
| Kind pawn | 0.05 − 0.30 = −0.25 → clamp | **0.00** |
| A single Greedy trait | 0.05 + 0.25 | **0.30** |
| Psychopath | 0.05 + 0.45 | **0.50** |
| Psychopath **and** Kind | 0.05 + 0.45 − 0.30 | **0.20** |
| Greedy + Abrasive | 0.05 + 0.25 + 0.15 | **0.45** |
| Psychopath + Bloodlust + Kleptomaniac | 0.05 + 0.45 + 0.35 + 0.40 = 1.25 → clamp | **1.00** |
Two things fall out of this. First, the clamp isn't decorative: a Kind pawn floors at exactly `0`
(nature can never make them *disposed*, only never disposed), and a stacked monster ceilings at `1`.
Second, traits genuinely net against each other — a Kind Psychopath is a real, middling `0.20`, not a
contradiction.
Most rolled pawns sit at or near the `0.05` floor. That's intended: a colony full of ordinary people
is supposed to be mostly safe on nature alone. What makes them dangerous is nurture.
---
## Nurture — what you have done to them
Nurture is a **multiplier**. An ordinary pawn under ordinary conditions sits at **1.0**. The number
rises as things go wrong and falls as they go right. Each lever below stacks on top of the last.
### The multiplier ladder
| Lever | Factor | Applies when | Stacks? |
|---|---|---|---|
| **Despair** | ×2.5 | mood below 20% | mutually exclusive with "badly kept" |
| **Badly kept** | ×1.6 | mood 20–35% | mutually exclusive with "despair" |
| **Held & unhappy** | ×1.4 | held **and** mood below 40% | on top of the mood lever |
| **Prisonization** | × (depends on reform, see below) | the pawn has a non-zero reform score | on top |
| **Deterrence** | × (the colony's climate of order) | always (neutral 1.0 with only Core) | on top |
The two mood levers are either/or: a pawn is either in despair *or* badly kept, never both. "Held &
unhappy" is separate and multiplies again — so a mistreated prisoner in despair compounds
`2.5 × 1.4 = 3.5` before anything else. That is a badly run cell.
### Prisonization — the reform lever
The reform lever is where a sentence leaves a permanent mark. A pawn's **reform score** runs from
about −1 to +1 and turns into a multiplier:
| Reform score | Meaning | Factor |
|---:|---|---:|
| **+1.0** | fully rehabilitated | 0.50 |
| +0.5 | improving | 0.75 |
| 0 | untouched (no effect) | *1.00* |
| −0.5 | hardening | 1.25 |
| **−1.0** | prisonized | 1.50 |
| beyond +1.2 | (over-reformed) | floors at **0.40** |
| beyond −2.0 | (utterly broken) | ceilings at **2.00** |
Reform is nominally a 0-to-1 rehabilitation score, but harsh punishment can drive it **negative** —
that's the "hardened, prisonized" end. Within the realistic −1…+1 range the factor spans 0.5…1.5; the
0.4 / 2.0 limits only bite at the extremes, catching a pawn who's been endlessly punished or endlessly
rehabilitated.
Propensity only *reads* this score — nothing in Core moves it. The Justice layer's discipline and
parole are what nudge it up or down, which is how institutionalization and recidivism enter the game
without a separate mechanic. A pawn broken by a brutal prison stays broken (nurture ×1.5) after
release; a pawn genuinely reformed stays calmer (×0.5) for good. The scar rides on one number.
### Deterrence — the climate of order
The final lever multiplies by the colony's overall **climate of order**. **With only Core installed
it's neutral — a flat 1.0** — because Core by itself doesn't know what deterrence is. Install
**Institution: Justice** and it fills this in: a well-policed colony pulls the factor below 1 and
deters everyone a little; a lawless one pushes it above 1 and emboldens them. That's what makes
catching and punishing *one* pawn matter to the disposition of *the rest*.
With only Core installed, this lever does nothing, and that is correct. The technical details of how a
mod fills in deterrence are on the [Modder API](Modder-API.md) page.
---
## Would — the full roll
Nature and Nurture are ingredients. The full roll is the meal: the actual yes/no for a specific
behaviour at a specific base rate. For a given behaviour, the chance works out to:
> **chance = base rate × (0.1 + Nature × 2) × Nurture**, capped at 85%.
Three things are happening there:
1. **Base rate** is the behaviour's own dial — how likely an *average* pawn is to do this particular
thing (a rare act uses a small number, a common one a larger). Core doesn't decide it; whichever
system is asking does.
2. **(0.1 + Nature × 2)** is the nature amplifier. It spans **×0.1** (a saint, Nature 0) to **×2.1**
(Nature 1). At the common `0.05` floor it's **×0.2** — so an ordinary pawn is one-fifth as likely
as the base rate, while a maxed monster is over twice as likely — *before* nurture.
3. **× Nurture** applies circumstance on top, and the whole thing is capped at **85%** by default.
Nobody is ever a dead certainty; there's always slack. A behaviour that wants a harder or softer
ceiling can set its own cap.
### Worked example 1 — an ordinary colonist, content
Base rate 10%, an ordinary pawn (Nature 0.05), good mood so Nurture 1.0:
- nature term = 0.1 + 0.05 × 2 = 0.2
- chance = 0.10 × 0.2 × 1.0 = 0.02 → **2%**
Two percent — and, critically, **fixed**. For this pawn and this question it's a settled 2% coin that
either comes up or doesn't; it isn't re-flipped every moment.
### Worked example 2 — a mistreated psychopath prisoner
A Psychopath + Bloodlust prisoner (Nature 0.85), mood 15% (despair ×2.5), held and unhappy (×1.4),
reform −0.5 (hardening → ×1.25), Core-only so deterrence 1.0. Base rate 10%:
- nature term = 0.1 + 0.85 × 2 = 1.8
- nurture = 2.5 × 1.4 × 1.25 = 4.375
- chance = 0.10 × 1.8 × 4.375 = 0.7875 → **~79%**
Same base rate as example 1, same engine — but nature and a badly-run cell have turned a 2% pawn into
a near-certainty. The player did that, lever by lever.
### Worked example 3 — hitting the cap
A fully stacked monster (Nature clamps to 1.0), in despair (×2.5) and held & unhappy (×1.4), in a
lawless colony where Justice has set deterrence to 1.4. Base rate 10%:
- nature term = 0.1 + 1.0 × 2 = 2.1
- nurture = 2.5 × 1.4 × 1.4 = 4.9
- raw chance = 0.10 × 2.1 × 4.9 = 1.029
- capped at **85%**
The raw product blew past 100%; the cap reins it to 85%. Even here, a 15% sliver of "not today"
survives. That sliver is deliberate — it keeps the worst pawn a character with a bad day coming, not a
scripted event.
---
## The fixed roll — characters, not a dice cup
Each pawn's answer to "would they?" is **fixed** by two things: who the pawn is (their permanent
identity) and which behaviour is being asked about. It is not re-rolled from scratch each time. This is
the single most important design decision on this page, and it's worth being precise about why.
**Save/reload stability.** Because the answer is tied to the pawn's permanent identity and the specific
question — not to the live random stream — asking "would they?" gives the same answer before and after
a save/reload, as long as the inputs (traits, mood, reform) are the same. You can't scum a reload to
re-roll a pawn into a different person. *Who* they are doesn't shift under them on a reload.
**A character, not a moment-to-moment lottery.** If the game flipped a fresh coin every tick, any pawn
would eventually do anything if you waited long enough. Fixing the roll instead makes "would this pawn
pocket a shiv?" a settled fact about that pawn under those conditions — what makes them a character,
not a dice cup.
**Live circumstance still bites.** The roll freezes the *identity*, not the *situation*. Nurture is
recomputed live, so as mood collapses or reform hardens, the same pawn's chance climbs and the same
fixed coin can flip from "no" to "yes." The pawn who wouldn't have acted last month acts now — not
because the dice changed, but because you let their world get worse.
**Different questions, independent answers.** Each behaviour is its own separate question, so the
answers don't leak into each other: a pawn who would pocket a shiv is not therefore a pawn who would
inform on a cellmate. One pawn can be reliably one kind of trouble and reliably not another, and that
pattern is stable across the whole game.
---
*Part of the **Institution** suite.*
+88
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# Secured Context — the kind of hold a pawn is under
The suite has a rule that looks small and is load-bearing: **nothing keys off "is this a prisoner."**
It keys off the *kind of hold* a pawn is under. That one step of indirection is why a ward patient, a
slave, and (later) anyone inside a secure zone get the same concealment, search, schedule, and needs
machinery for free, without any feature hard-coding a single pawn status.
A pawn's secured context boils down to one of three kinds and the question "who, if anyone, may search
them." Everything downstream reads that, so a new feature works across every kind of hold the day it's
written, and a new *kind of hold* works across every existing feature the day it's added.
---
## The three kinds
| Kind | Who it is | May search them | Can conceal? | Held against their will? |
|---|---|---|---|---|
| **Free** | a free colonist | *no one* — until a secure-area or policing layer grants standing | **yes** — they can hoard | no |
| **Prisoner** | a prisoner of the colony | the **warden** | yes | **yes** |
| **Slave** | a slave (Ideology DLC) | the **overseer** | yes | **yes** |
Two subtleties fall out of this table:
- **Free colonists can still conceal.** A free colonist can hoard contraband, but no one has standing
to search them until a secure-area or policing layer grants it. Freedom isn't innocence — it's only
the absence of an authority allowed to check.
- **Prisoner and Slave differ only in who holds the keys.** Both are "held"; the search authority is
the warden for one and the overseer for the other. Features that only care "is someone entitled to
search this pawn" read whether the pawn is *held* and never branch on which.
## Two questions, two axes
The context answers two different questions, and picking the right one is the whole skill of using it:
| Question | True for | Ask it when you care about… |
|---|---|---|
| **Is this pawn held?** | Prisoner, Slave | **custody** — who is under the colony's control, who can be disciplined, whose cell can be searched |
| **Could this pawn be hiding something?** | Free, Prisoner, Slave (any real pawn) | **contraband** — who could be *hiding* something, regardless of status |
For example, [Propensity](Propensity.md)'s Nurture uses *held* in its "held & unhappy compounds" lever
— it only wants to pile the ×1.4 penalty on a pawn the colony actually holds and mistreats, not on a
grumpy free colonist. A warden-search feature, by contrast, cares who *could* be hiding something to
decide who's even worth checking, and then checks standing to decide whether it's *allowed* to.
---
## How a pawn gets classified
Any pawn resolves to one context, or to **nothing at all** if the suite doesn't model them:
- Animals, mechs, and the dead are simply not the suite's business — they resolve to nothing, and
every sweep and check skips them without a special case.
- A pawn is tested as **prisoner** first, then **slave**, then **free colonist**. So a pawn who is
somehow both a colonist and imprisoned is classified by their *hold* first.
Keeping "nothing at all" separate from "a free pawn we track" is deliberate: there's a real difference
between "a free pawn we watch" and "a pawn we don't model at all," and collapsing them would let
non-colony pawns leak into colony machinery. A single sweep can walk every prisoner, slave, and
colonist on a map in one pass, skipping everything that resolves to nothing.
---
## Why not just "prisoner"?
This is the design decision the whole page exists to justify. If every feature checked "is this pawn a
prisoner" directly, then:
- adding **slaves** to a feature would mean revisiting every feature;
- adding a **ward patient** mode would mean revisiting every feature;
- adding a future **secure-zone** concept would mean revisiting every feature.
By routing all of them through one question — *what kind of hold is this?* — a new kind of hold is
added *once*, and every existing feature inherits it. The concealment, search, and needs machinery
never has to learn what a slave is; it only ever asked whether the pawn is *held* and whether they
*could conceal*.
### The deliberately-absent Ward kind
There's no separate "ward patient" kind, and its absence is intentional. A committed ward patient
**is** a prisoner in the game's own sense — Institution: Ward builds its committed-patient mode on top
of vanilla's prisoner system — so such a pawn already counts as **Prisoner** here, with no special case
and no dependency from Core (or Contraband) onto Ward. Every feature treats a ward patient exactly as
it treats any prisoner. The right amount of new work to support Ward's hold semantics was zero, and
that's the payoff of keying off the kind of hold instead of the label.
---
*Part of the **Institution** suite.*
+94
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# The Treatment Engine — shared rehabilitation
*The shared maths behind every "fix a held pawn over time" system in the suite.*
Core carries one more thing every rehabilitation-style system needs and none should own alone: the
maths of a **treatment programme**. Sustained attention in a secured facility reduces a marked
condition, the room's quality helps or hurts, and once there's nothing left to reduce a **recovery
track** builds toward a state where the pawn can be discharged.
It exists for the same reason the propensity engine does. Two systems want the identical loop pointed
at different things — **Ward** treats the mental illness that got a pawn committed; **Justice**
rehabilitates the disposition that got one imprisoned — and without a shared engine each would grow its
own copy and drift apart. Core owns **only the maths**. Which interaction enrols a pawn, which
conditions and moods carry the flavour, which jobs run the sessions, and which alert fires on discharge
all live in the mod using it.
> The engine does something only when there's a real condition to work through, and does nothing
> otherwise. A colony that never marks anything treatable never notices it exists.
---
## How treatment plays out
A condition has to be **marked treatable** before a programme can touch it (Ward marks mental illness
this way; a modder or player can mark anything — see the [Modder API](Modder-API.md) page). Once a
condition is marked, treatment runs in sessions:
1. **Each completed session removes a slice of the condition's severity.** The base amount is **0.12
severity per session**, *before* it's scaled by the treating pawn's skill, the facility's quality,
and how much of the session that patient actually gets. When a condition's severity reaches zero
it's gone.
2. **A full course is several sessions by design.** The programme has to be *sustained* — you can't
fix a pawn in a single visit.
3. **Once nothing is left to treat, continued care builds a recovery track** from 0 toward 1
(discharge-ready). Fix the illness first, then stabilise.
4. **The recovery track decays on its own if you stop.** Recovery you stop maintaining slips back down
— which is what makes the whole thing a loop you keep up, not a one-time unlock.
---
## The numbers
### Facility quality
The room the treatment happens in scales every session between **0.5×** (grim) and **1.5×**
(excellent):
| Room | Factor |
|---|---:|
| Bare (0 impressiveness) | 0.60 |
| Decent (~48 impressiveness) | 1.00 |
| Impressive (108+ impressiveness) | 1.50 (capped) |
| Outdoors / no room | 0.75 |
The limits are deliberate: a grim, filthy, cramped facility heals worse and a calm clean one better,
but a palace can't trivialise the work the programme costs (1.5× ceiling), and even treating a pawn out
in the open is a poor makeshift room (0.75×), not a hard zero.
### Reducing a condition
Each marked condition drops by **0.12 × the session's combined strength** per session, and vanishes
when it hits zero. That combined strength is the treating pawn's skill × the facility quality above ×
the patient's share of the session — so all three inputs matter, and a good therapist in a good room
working one-on-one is worth many times a poor one splitting attention in a bad room.
### Building recovery
The recovery track is a plain 0-to-1 progress bar toward discharge. Continued care adds to it (capped
at 1.0) and — crucially — it carries a slow decay, so it slips back down without sustained attention.
The mod using the engine decides what reaching the top actually *unlocks* (Ward: a "ready for
discharge" alert).
---
## Who uses it
- **[Institution: Ward](https://git.onetick.ninja/flan/rimworld-ward)** — psychiatric care. Marks
mental-illness conditions treatable (Rim Disorders' depression, anxiety, PTSD, and OCD, when that mod
is present), runs warden counselling sessions, and builds a recovery track toward a "ready for
discharge" alert. The reference example.
- **Institution: Justice** — rehabilitation. Its *reform* score is the disposition axis punishment
moves; the recovery track is the natural home for a *sustained rehabilitation programme* that gates
parole on the same shared engine, so the two systems agree on "getting better" instead of each
inventing it.
"Reduce the condition, *then* build recovery" is the shape Ward uses, but it isn't forced: a
rehabilitation system with no clinical condition to clear (like Justice's reform) can build a recovery
track from the very first session and read its level to gate a parole.
The point, exactly as with propensity: one engine, two uses, no drift.
---
*Part of the **Institution** suite.*
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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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# 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: Corrections
*The prison layer — what the colony **does** with a pawn once they are in custody — of the
**Institution** suite of RimWorld 1.6 mods.*
Vanilla RimWorld's prisoners are interchangeable mood-boxes; a "maximum security" wing is a decoration
the sim never acknowledges, and a warden's work never changes who a pawn becomes. **Corrections turns
the 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.
---
## The pages
| Page | What it covers |
|---|---|
| **[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. |
---
## One shared record
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 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.
---
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs
· Ward. Split out of the former Institution: Justice.*
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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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# 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.*
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# Affiliations and segregation
*Gangs grow out of who pawns **already are** — and the counter-play is to keep the wrong pawns apart.*
A gang in this mod is never invented from nowhere. It crystallises along the bonds a colony already
contains: shared faction, shared faith, or real friendship. This page covers the formation rule — which
bonds count and why the *same room* requirement matters — and then the segregation counter-play that
turns those same bonds against the network.
## The formation rule
On each 5000-tick pass, the game walks everyone currently over the join bar (Nature × Nurture ≥ 0.9)
and tries to pair each unaffiliated pawn with a mate. A pawn pairs up with someone who is, at that
moment, **in the same room** *and* someone they **already share a bond with**.
Two conditions, both required: they must be **in the same room** at the moment of the check, **and**
they must **share an affiliation**. A disposed pawn does not fall in with a stranger across the map; it
falls in with someone it is standing next to *and* already connected to.
Pairing binds them together: if either already runs with a gang, the other joins that gang; otherwise a
fresh gang is founded. So gangs accrete — a new member pairing with an existing member is absorbed
into the existing crew rather than starting a rival one.
### What counts as an affiliation
| Bond | Condition | Notes |
|---|---|---|
| **Same faction** | both belong to the same (non-empty) faction | your colonists share one; captured raiders share theirs |
| **Same ideoligion** | both follow the same ideoligion, only if the Ideology DLC is active | needs Ideology enabled |
| **Friendship** | an opinion of at least **+20** of each other | a real positive relationship, not mere acquaintance |
The design intent:
> Gangs grow out of who pawns ALREADY are, not out of nowhere — so a prisoner's gang on the outside is
> their old faction/friends, and rival factions run as rival gangs.
This is why the system feels coherent rather than arbitrary. A crew is a faction bloc, a congregation,
or a friend group — social lines the colony *already has*. Gangs mesh with them instead of stamping
random groupings over the top.
## Rival factions become rival gangs
Follow the rule to its conclusion. Two captured raiders from **different** hostile factions each share
an affiliation with *their own* side but not with each other. Housed in the same wing, each pairs up
along its own faction line — and now you have **two gangs**. As the
[Rivalry and Fights](Rivalry-and-Fights.md) page explains, members of two different gangs are
automatically **rivals**, and rival-gang violence between them is booked as a crime.
So the affiliation rule and the rivalry rule are two ends of one idea: **who bands together** and **who
is opposed** both derive from pre-existing loyalties. Mix hostile factions or clashing ideoligions in
one room and you have not made one big gang — you have made two rival ones and lit the fuse between
them. This is a housing decision with mechanical teeth.
## Segregation: the counter-play
Here is where the formation rule and the network rule meet, and where the rest of the suite earns its
keep. A gang can only *do* anything — resupply itself — if its members can **reach** each other.
Passing contraband requires two things: the pawns must be in the same gang, **and** two pawns both on
the map must have a walkable path between them. Break the path and you break the network.
The design calls this out as the intended answer to the whole mod:
> The counter-play is the rest of the suite: Classification SEGREGATES rivals into different wings, and
> a network whose members cannot REACH each other is starved.
**Classification** lives in **Institution: Justice**. It grades pawns by risk and lets you sort them
into separate, walled wings. Two gangmates graded into different wings, with no walkable route between
them, fail the reach test on every network pass. The gang still *exists* — they are still the same crew,
still rivals of the other crew — but it can no longer pass a shiv from a holder to a have-not. **A
network that cannot reach itself is a network that cannot supply itself.**
This is the elegant part of the design: the very bonds that formed the gang tell you *who to keep
apart*, and the reach requirement makes keeping them apart actually starve the supply chain. You do not
disband a gang; you **cut it off from itself** until nothing can move along it.
## How to play it
- **Read affiliations before you house pawns.** Same-faction and same-ideoligion prisoners will band
together; hostile factions in one wing will form *rival* gangs and fight. Sort deliberately.
- **Segregate by Classification, not by hope.** Putting rivals in "different areas" is not enough —
resupply only needs a *walkable path* between two gangmates. A shared corridor is a supply line. Use
genuinely separate, walled wings.
- **Starve, don't chase.** You will rarely delete a gang outright. The durable win is to keep its
members unable to reach one another so the network dries up, while keeping mood and deterrence high so
few pawns cross the join bar in the first place (see [Joining](Joining.md)).
- **Watch the outside valve.** Segregation starves *internal* resupply; a bent warden can still inject
new contraband from outside (see [Networks and Smuggling](Networks-and-Smuggling.md)). Partition the
wing *and* clean up your wardens for a network that genuinely goes dark.
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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# Institution: Gangs
*Gangs as **contraband economies** — not mood. The social capstone of the **Institution** suite of
RimWorld 1.6 mods.*
---
## What Gangs is
Gangs turns the loose, disposed pawns in your colony — colonists, prisoners, slaves — into a
**network** that moves contraband. When disposition and circumstance line up, pawns who already share
a bond band together, and a member who holds a stash quietly resupplies a member who has none. A
search that turns up nothing on one prisoner has therefore *not* cleaned out the wing: the wing is a
supply chain, and you only searched one link.
That is the entire point, and it is a deliberately narrow one. Gangs does not do mood. It does not do
a "gang leader buff." It does the one thing nothing else in the ecosystem does — it makes contraband
**flow between pawns**, and then hands you the tools to cut the flow.
## The gap it fills (and the one it doesn't)
If you run **Prisoner Realism**, its *Ringleader* system already models a dominant prisoner spreading
unrest and mood contagion through a wing. That system is good, and Gangs does not touch it. Ringleader
owns *influence and mood*.
Gangs owns the thing Ringleader has no equivalent for: **the network as a supply chain.** Contraband
physically changes hands along social lines. A stash on one pawn is a stash available to the whole
gang. The two systems are complementary — run both. Ringleader tells you *who stirs the pot*; Gangs
tells you *how the shivs get around*.
## Why it needs the whole suite
Gangs is the module built **last**, because it needs every other Institution mod already in place. It
is not a standalone feature; it is the suite working together, and it is honest about that in its
dependencies:
| It asks... | ...and the answer comes from |
|---|---|
| *Who is disposed enough to join?* | **Institution: Core** — the propensity engine that scores each pawn's Nature and Nurture |
| *What do they move?* | **Institution: Contraband** — concealment, stashes, search, and the bent-warden supply route |
| *Where does a fight get booked, and how are rivals kept apart?* | **Institution: Justice** — the crime/deterrence loop, and Classification's segregation |
Remove any one of those and Gangs has nothing to stand on. It is the place where Core's spectrum,
Contraband's stashes, and Justice's policing all cash out at once.
## A healthy colony grows few gangs — or none
This is the thesis, and it is enforced in the numbers, not just the flavour. Membership is gated at a
Nature × Nurture score of **0.9 or higher** — a high bar on purpose. A disposed pawn who is
**well-kept and well-policed** does not band up: their nurture multiplier stays low, and deterrence
pulls it lower still. It takes a foul streak (nature) *and* a badly-run situation (nurture) at the
same time.
So a gang problem is a **symptom**. It is the game telling you that a wing is mistreated, under-policed,
or both. The fix is never "fight the gang system" — it is to run a better prison. Feed them, give them
recreation, keep deterrence high, segregate rivals, and the networks starve on their own.
> A gang is a symptom of a badly-run colony, not furniture.
## The pages
- **[Joining](Joining.md)** — why the join bar (Nature × Nurture ≥ 0.9) is high, why good treatment and
deterrence keep pawns *out*, and how membership is re-checked for every kind of pawn.
- **[Networks and Smuggling](Networks-and-Smuggling.md)** — how a holder resupplies a needy gangmate,
the *same-gang-and-can-reach* rule, why this defeats a single search, and how a bent warden refills a
starved network from outside.
- **[Rivalry and Fights](Rivalry-and-Fights.md)** — how a gang fight is booked as a crime through
Justice, why inside-the-wire and out-on-the-street are the same offence, and how it feeds deterrence.
- **[Affiliations and Segregation](Affiliations-and-Segregation.md)** — shared faction, faith, or
friendship plus *same room* as the formation rule, why rival factions become rival gangs, and how
Classification's segregation is the counter-play that starves a network which cannot reach itself.
## The suite
Part of the **Institution** suite of RimWorld 1.6 mods:
- **Institution: Core** — the propensity engine (Nature × Nurture), criminal records, secured context.
- **Institution: Contraband** — concealment, improvised shivs, tunnels, warden search and corruption.
- **Institution: Justice** — Classification, Deterrence, Discipline, Parole, Regime.
- **Institution: Gangs** — this mod: joining, networks/smuggling, rivalry/fights.
Sibling projects: **Foul Play** (the vessel/substance framework and the "Piss Nuke") and **Ward** (a
ward/treatment prison mode).
Each mod stands alone as an install; together they form one system.
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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# Joining a gang
*How Gangs decides who runs with a crew — and why a well-run colony keeps almost everyone out.*
Membership is not random, and it is not a mood event. A pawn joins a gang only when their **disposition
and their circumstances line up at once** — the same Nature × Nurture propensity that drives every
other behaviour in the Institution suite. This page covers the exact test, why the bar is set where it
is, and how you keep pawns on the right side of it.
## The rule
A pawn joins when their **Nature multiplied by their Nurture reaches 0.9 or higher**. Only humanlike
pawns are ever eligible — animals and mechs never join.
Beyond that it is one line of arithmetic: multiply the pawn's **Nature** by their **Nurture** and
compare to **0.9**. There is no dice roll here. The same pawn in the same situation always gives the
same answer — join, or don't. (That makes membership different from one-off acts like a piss spree,
which *do* roll the dice each time. Gang membership is a standing condition, so it uses the raw product
with no randomness.)
### The two halves
Both terms come from **Institution: Core** — see Core's own documentation for the full tables — but you
need the shape of them to understand the bar:
- **Nature** (`0` to `1`) is *who the pawn is*: a base of `0.05`, plus trait weights, floored at `0`
and capped at `1`. Psychopath `+0.45`, Bloodlust `+0.35`, Kleptomaniac `+0.40`, Greedy `+0.25`,
Abrasive `+0.15`; and it goes **down** for Kind `−0.30` or Ascetic `−0.15`. This is fixed at pawn
creation and barely moves.
- **Nurture** (a multiplier, roughly `0.4` at the floor, `1.0` at baseline) is *the situation you put
them in*: a floored mood multiplies it up hard (roughly `×2.5` under 0.20 mood, `×1.6` under 0.35),
being held while miserable adds more (`×1.4`), a hardened record (negative reform) raises it, and —
critically — **deterrence pulls it down** (toward about `0.7` in a high-deterrence colony; a neutral,
baseline order sits at `1.0`). This is the half you control.
## Why the bar is high
`0.9` is a deliberately steep threshold. In the design's own words:
> A high bar, on purpose: gangs are a symptom of a badly-run colony, not furniture. A healthy Rimworld
> — content pawns, an orderly colony — grows few gangs, if any.
Because the two terms are **multiplied**, both have to be substantial for the product to clear `0.9`.
A nasty pawn in a happy, policed colony has a low nurture and stays out. A saintly pawn in a hellhole
has a near-zero nature and stays out. You only get a gang when a genuinely disposed pawn is *also*
neglected or unpoliced — foul streak **and** bad situation, together.
That is the design speaking through the arithmetic: a gang is never bad luck. It is feedback.
## Worked examples
All numbers below use Core's documented factors; the intermediate nurture figures are rounded to show
the shape of the decision.
| Pawn | Nature | Situation → Nurture | Product | Joins? |
|---|---|---|---|---|
| **Kind colonist**, ordinary life | `0.05 − 0.30`, floored at `0.00` | content, `≈ 1.0` | `0.00` | **No** — nature floors it |
| **Greedy prisoner**, content, policed | `0.30` | fed & high deterrence, `≈ 0.7` | `≈ 0.21` | **No** |
| **Greedy prisoner**, starved & neglected | `0.30` | mood floored + held, `≈ 3.5` | `≈ 1.05` | **Yes** |
| ...same pawn, but you raise deterrence | `0.30` | `× ≈ 0.7` → `≈ 2.45` | `≈ 0.74` | **No** — deterrence tipped them out |
| **Psychopath + Bloodlust**, mood floored | `≈ 0.85` | mood floored + held, `≈ 3.5` | `≈ 2.9` | **Yes** — nothing short of reform pulls this back |
The middle rows are the whole game of it. The **same greedy prisoner** joins or abstains purely on how
you run the wing. The Kind colonist and the near-maxed psychopath are the fixed poles: one essentially
cannot join, the other essentially always will if you neglect them. Everyone in between is a policy
choice.
## It works for every pawn, everywhere
There is no "prisoners only" special case: any pawn — colonist, prisoner, slave — can run with a crew,
wherever they are.
Membership pays no attention to a pawn's secured status. A disposed **free colonist** can run with a
crew on the outside; a **prisoner** can run with theirs on the inside; a **slave** likewise. This is
what lets a gang span the wall — an outside member and an inside member of the same crew (see
[Networks and Smuggling](Networks-and-Smuggling.md)). Being held raises nurture (misery), but it is not
a requirement.
## The cadence: every 5000 ticks
Gang membership is re-evaluated on a fixed interval — every **5000 ticks**, which is about **2 in-game
hours** (a RimWorld day is 60,000 ticks), or roughly **80 seconds** of real time at normal (1×) speed.
On each pass, the game:
1. Gathers everyone on the map who currently meets the Nature × Nurture ≥ 0.9 join bar.
2. Pairs up unaffiliated members who **share a room and a bond** into gangs (see
[Affiliations and Segregation](Affiliations-and-Segregation.md)).
3. Runs one round of network resupply inside each gang (see
[Networks and Smuggling](Networks-and-Smuggling.md)).
Because the join bar is re-checked from scratch every pass, membership is *live*: a pawn whose situation
improves until the product drops back under `0.9` simply stops being eligible to form new bonds. The
bar is not a one-time gate at recruitment — it is a standing condition the colony is continuously graded
against.
## How to keep pawns out
You do not fight the gang system. You lower nurture, which lowers the product, which drops pawns below
`0.9`:
- **Feed them and give them recreation.** Mood is the biggest nurture multiplier by far. A wing above
0.35 mood loses the `×2.5`/`×1.6` spikes entirely.
- **Keep deterrence high** (Institution: Justice). Deterrence scales nurture down toward `0.7`; a
well-policed colony is *arithmetically* less gang-prone. This is the row in the table above where the
same greedy prisoner flips from *joins* to *abstains*.
- **Reform, don't just punish.** A hardened record (negative reform) *raises* nurture; discipline that
actually reforms (positive reform) lowers it. Harsh punishment that prisonizes a pawn makes the
gang problem worse, not better.
- **Accept the two poles.** A near-maxed psychopath will run with someone the moment you slip; a Kind
pawn essentially never will. Spend your attention on the middle.
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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# Networks and smuggling
*The one thing nothing else models: contraband that flows **between** pawns. A gang is a supply chain.*
This is the core of the mod. Everything else — who joins, who fights, who is kept apart — exists to
serve or to break the network described here. A gang is not a mood aura; it is a **supply chain**, and
contraband flows along it.
## The move
The heart of it is a single transfer: a gangmate who is holding a stash passes one piece of it to a
gangmate who has none. Here is everything that has to be true for a piece to move:
- both pawns are in the **same gang**;
- if both are on the map, the supplier has a **walkable path** to the customer (touch range, willing to
cross deadly danger to get there);
- there is contraband in play on the map at all;
- the supplier is actually holding at least one concealed item.
When all of that holds, the supplier's first concealed item leaves their hands and arrives — still
hidden — on the customer.
A few things worth reading carefully:
- **One item per move.** It moves the first concealed item on the supplier, and exactly that. It is a
redistribution, not a duplication: the item leaves the supplier and arrives concealed on the customer.
The gang's total stash is unchanged; only *who holds it* changes.
- **Same gang, always.** Both pawns must belong to the same gang. There is no smuggling to a stranger —
the network only moves along membership.
- **The reach requirement only applies to pawns both on the map.** Two pawns physically present must
have a walkable path between them. If a member is off the active map, the reach check is skipped —
which is what allows a gang to reach across the wall to a member who is not on the map right now.
## Why this defeats a single search
Consider a wing of four gangmates and one shiv. You search Prisoner A and find nothing — clean. You
tick a box: *cell searched, no contraband.* But the shiv was on Prisoner C the whole time, and on the
next 5000-tick network pass it will move to whoever is out. Search C tomorrow and it may already be on
A again.
Put plainly:
> A gangmate holding a stash supplies one who has none, so a search that turns up nothing on one
> prisoner has not cleaned out the wing.
A single search is a snapshot of one pawn in a network that reshuffles itself. This is the whole reason
contraband-as-a-network is worth modelling: **the unit of contraband is the wing, not the pawn.** To
clean it out you have to either search faster than it moves, or — far better — break the network.
## The automatic resupply pass
You never trigger a transfer by hand; the game runs it automatically on the 5000-tick pass. After
forming gangs for the pass, it runs one resupply round **per gang**: it finds the first member who *is*
hiding contraband and the first member who is *not*, and if both exist, moves one item from the holder
to the empty-handed member.
So on each interval, every gang that has both a haves-member and a have-not-member performs **one**
transfer, moving a single item from a holder to someone empty-handed. Over several passes the effect is
that a gang tends to keep its members supplied and to spread a stash out — which is exactly what makes
a scattershot search miss it. (Only members who currently meet the join bar take part in this automatic
pass.)
## The cross-wall move
Because neither the join bar nor gang membership cares about a pawn's secured status, a gang can have a
**free** member and a **held** member. If the free member is holding the stash, the network resupplies
*into* the prison — the outside man passes to the inside man. A free colonist and a prisoner can be in
one gang with the stash on the free member; the transfer succeeds, and afterwards the prisoner is hiding
contraband and the colonist is not. Your prison's contraband problem is not sealed inside your prison.
## Resupply from outside: the bent warden
The transfer only *redistributes* what a gang already has. So what happens when you finally search the
whole wing on the same day and strip every member clean — there is nothing left to pass around? The
gang is starved. It stays starved until contraband **re-enters** from outside.
That external source is not part of Gangs; it is **Institution: Contraband's** corruption route. A
warden's honesty varies by personality (a Greedy warden has a price), and a bent warden can *smuggle
contraband in to a prisoner*, planting a concealed item directly. That single planted item is then all
the network needs: one holder, and the next 5000-tick pass spreads it back out across everyone who can
reach.
So the two halves of the supply picture are:
| Mechanism | Owner | What it does |
|---|---|---|
| Passing contraband between gangmates | **Gangs** | moves existing contraband *between* gangmates who can reach each other |
| Warden smuggling | **Contraband** | injects *new* contraband from outside via a corruptible warden |
Cut both and a gang genuinely dries up. Cut only the redistribution and a bent warden re-seeds it; cut
only the warden and any stash you missed keeps circulating.
## How to break a network
- **Search the whole wing at once**, not one pawn at a time. A partial sweep is a snapshot the network
routes around.
- **Segregate rivals into different, unreachable wings** (Classification, in Institution: Justice). The
reach requirement is the lever — a network whose members cannot walk to each other cannot pass
anything. This is the primary counter-play; see
[Affiliations and Segregation](Affiliations-and-Segregation.md).
- **Clean up your wardens.** If searches never seem to finish the job, you may have a Greedy warden
re-seeding the wing. Corruption is the resupply valve; personality is the fix.
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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# Rivalry and fights
*Two gangs, one grudge. A gang fight is a **crime** — booked, attributed, and fed back into the colony's
climate of order.*
Gangs do not just supply themselves; they collide. Where the network is about who shares, rivalry is
about who is opposed — and, crucially, about turning gang violence into something the rest of the
suite can *see* and *police*.
## Who is a rival
The rule is exactly as blunt as it sounds: **two pawns in two different gangs are rivals.** Both must
actually be in a gang, and it must be a *different* gang for each. As the design puts it:
> Two pawns of DIFFERENT gangs are rivals — inside the wire or out on the street.
Note what is *not* required. There is no separate "hostility" flag, no rival-declaration event, no
threshold to cross. The moment two crews exist, their members are rivals of one another. Rivalry is a
structural fact about who is in which gang, not a mood or a relationship value.
Two consequences fall straight out of that:
- **Non-members are nobody's rival.** A pawn in no gang — everyone in a healthy colony — is never a
rival to anyone, because rivalry needs *both* pawns to be in a gang. No gangs, no rivalry.
- **Same gang, never rivals.** Members of one crew are in the *same* gang, so they are not rivals.
Within a gang there is no rivalry to book; there is the network (see
[Networks and Smuggling](Networks-and-Smuggling.md)).
Where do two *different* gangs come from in the first place? From the affiliations pawns already have —
rival factions and rival ideoligions form into separate crews. That is the subject of
[Affiliations and Segregation](Affiliations-and-Segregation.md); the short version is that gangs mesh
with the colony's existing social fault lines, so **rival factions run as rival gangs.**
## A fight is a crime
The payoff of tracking rivalry is what happens when rivals fight. When a rival-gang attack happens, it
is not treated as generic brawling — it is booked as a crime through the same Justice pipeline as any
other offence.
Only rival-gang violence counts: the two pawns must be in different gangs for anything to be recorded.
A scuffle between gangmates, or between two non-members, is not a *gang* fight and is not booked. When
it *is* rival-gang violence, the whole event is recorded as a crime against the **attacker**, and that
does three things at once (they live in Institution: Justice, but this is what Gangs is leaning on):
| Effect of booking a gang fight | Where it lands |
|---|---|
| the attacker's crime count goes up | their criminal record (Core) |
| the time of the crime is stamped to now | their criminal record (Core) |
| the colony's **deterrence** nudges **down** (a crime happened; order slipped) | Justice's deterrence system |
## Inside the wire and out on the street are the same offence
This is the design point the mod is emphatic about:
> A gang fight is a CRIME — it goes on the attacker's record and moves the colony's climate through
> the same Justice loop as any other, so it can be investigated, attributed and policed. Rival-gang
> violence inside a prison and out on the street are the same offence.
There is no separate rule for a prison-yard shanking versus a colonists' brawl in the dining room. A
fight is booked purely on whether the two pawns are rivals. A free colonist who is a gang member
attacking a rival is booked identically to a prisoner doing the same in a cell block. The gang system
does not care which side of the wall the violence is on — only that it was between rivals.
This is what makes gang violence *legible* to the rest of the suite. A fight is not a one-off flavour
event that scrolls past in the log; it is a record entry with an attributed perpetrator and a timestamp,
which means it can be investigated, blamed on a specific pawn, and answered.
## How it feeds deterrence — and back into joining
Here is the loop that closes the whole suite:
1. A rival-gang fight is booked as a crime against the attacker.
2. That nudges the colony's **deterrence down**. Order has visibly slipped.
3. Lower deterrence *raises* the nurture multiplier for **every** disposed pawn on the map (less
deterrence means a bigger multiplier).
4. Higher nurture pushes more pawns over the Nature × Nurture ≥ 0.9 join bar (see
[Joining](Joining.md)).
5. More members → more rivals → more fights available to be booked.
Left unanswered, gang violence is self-reinforcing: each booked fight makes the next one likelier. The
brake is the other half of Justice — **punishment raises deterrence back up**, which lowers nurture,
which drops borderline pawns back under the bar. The seesaw works both ways: punishing a pawn raises the
deterrence level, and a fresh crime lowers it again.
## How to play it
- **Respond to booked fights.** A gang fight is real feedback that deterrence has slipped. Punishing the
attributed attacker is not just retribution — it is the mechanical lever that pulls deterrence back
up and cools the whole map's propensity.
- **Don't manufacture two gangs where there was one.** Rivalry needs two different crews. Housing pawns
of hostile factions or clashing ideoligions together is what creates the second gang and the fights
between them — see the next page.
- **Read the record, not the moment.** Because every fight is attributed to a perpetrator, a thick
record of gang violence points you at *who* to segregate, discipline, or parole — the same tools the
rest of the suite already gives you.
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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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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# Institution: Policing
*The enforcement and order layer — the pre-arrest half of the law — of the **Institution** suite of
RimWorld 1.6 mods.*
Vanilla RimWorld keeps a rap sheet no one reads, and your own colonists never break the law. Policing
gives the colony a **climate of law and order**: 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.
---
## The pages
| 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.
---
## The 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.
---
## 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.
---
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs
· Ward. Split out of the former Institution: Justice.*
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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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# Institution: Ward
**Involuntary psychiatric commitment for RimWorld 1.6 — the third pawn state, neither free nor guilty.**
> **The psychiatric-care layer of the [Institution](https://git.onetick.ninja/flan/rimworld-institution)
> suite.** Ward runs on Core's shared treatment engine and ships bundled in the single Institution
> install with a toggle of its own; it still installs standalone (needing only Institution: Core and
> Harmony). Once a separate sister mod, now folded in.
RimWorld gives a person exactly two places to stand: **colonist**, or **prisoner**. There is no
third state for someone who is neither free nor guilty. Out of the box you cannot commit anyone. A
colonist breaks, wanders off, punches a wall, recovers on their own, and goes back to hauling steel
as though nothing happened. Mental breaks are episodic and amnesiac — nothing persists, nothing is
*done* about them.
Ward adds the missing state, and the room to put it in. A colonist you arrest can be set to
**psychiatric care**. Wardens counsel them at a **treatment station**. A room with prisoner beds
and a treatment station is a **psychiatric ward**, not a prison cell. Treatment lowers the patient's
mental-break threshold while it lasts — and it fades, so it has to be *sustained*. A ward you don't
staff is worse than no ward at all.
---
## The third state RimWorld doesn't have
The reason "commit a colonist" isn't a stock button is simple: vanilla only knows two kinds of held
person — a free colonist and a prisoner. There's no built-in slot for someone who is neither free nor
guilty, which is why other mods that keep a not-quite-colonist around (like *Hospitality* and its
guests) have to work so hard to maintain them.
**Ward takes the cheap road.** A committed pawn *is* a prisoner — arresting your own colonist already
does that. Ward just adds a new **way to handle** that prisoner: a "psychiatric care" mode you toggle
on, sitting alongside vanilla's recruit / convert / release options. Nothing exotic — it's the same
kind of custom prisoner mode other prison mods already add.
So committing someone is entirely ordinary from the game's point of view:
- **psychiatric care** — a new prisoner interaction mode you switch on
- **the psychiatric ward** — a new room role a cell earns once it holds a treatment station
- **counselling** — a new warden job, handled like any other warden work
- the **treatment station**, the **recovery**, the **neglect** — new content layered on top
Because Ward *adds* things rather than rewriting how vanilla prisoners behave, it sits quietly next to
the popular psych and prison mods instead of fighting them. Which mods, and why, is on the
**Compatibility** page.
---
## Riding the prisoner rail (why the suite cares)
The choice that makes Ward *cheap* also makes it *interesting* inside the wider Institution suite. A
committed patient is a genuine vanilla prisoner. That means they're a **held pawn** in exactly the
sense the rest of the suite understands: someone who can be searched, and who can conceal and
improvise contraband. A patient in a psych ward can hoard a shiv or brew something foul in a smuggled
vessel, because the contraband, search, corruption and gang systems already work on any held
prisoner — and a ward patient is one, for free.
**And re-labelling a cell as a ward never lets anyone out.** A ward is a prison cell that also happens
to be a ward — the two roles coexist. Containment, food delivery, and prison breaks all keep working
exactly as they did before you built the station.
---
## Wiki index
| Page | What's on it |
|---|---|
| **Home** (this page) | What Ward is, the third-state problem, the suite |
| **Commitment** | How commitment works in play: the care mode, the station, the ward room, the warden's job, treatment, recovery, neglect, and how it stacks with recruitment — with the real numbers |
| **Compatibility** | Which popular psych and prison mods Ward plays nicely with, and why it doesn't fight them |
---
## Part of the Institution suite
A set of RimWorld 1.6 mods about what an institution does to the people inside it. Each mod stands
alone as an install; together they interlock into one system — colonists and prisoners drift toward
crime on a spectrum of nature × nurture, and a policing/justice layer discovers, catches, punishes,
reforms, or paroles them. Ward's psychiatric ward is a secure context where a committed patient can
conceal and improvise contraband exactly as a prisoner can, because they ride the same prisoner rail.
| Mod | What it is |
|---|---|
| **Institution: Ward** (this) | Involuntary psychiatric commitment — the third pawn state, neither free nor guilty. |
| **Institution: Core** | The shared engine — propensity (nature × nurture), the criminal record, secured context. |
| **Institution: Contraband** | The physical smuggling loop — conceal, improvise shivs, dig Prison-Architect tunnels, warden search, warden corruption. |
| **Institution: Justice** | Corrections & policing — classification, deterrence, discipline, parole, regime. |
| **Institution: Gangs** | Gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime. |
| **Foul Play** | The vessel + substance + throw framework, and the "Piss Nuke" flagship; bridges to Core + Contraband when both are present. |
Reference sibling mods by name — the mods are separate repositories and cross-repo links break.
---