Player-facing wiki rewrite
@@ -0,0 +1,91 @@
|
||||
# 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.*
|
||||
-115
@@ -1,115 +0,0 @@
|
||||
# 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.*
|
||||
@@ -1,111 +0,0 @@
|
||||
# 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.*
|
||||
+80
-41
@@ -1,49 +1,88 @@
|
||||
# Institution: Corrections
|
||||
# Institution: Gangs
|
||||
|
||||
*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.
|
||||
*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
|
||||
|
||||
| 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. |
|
||||
- **[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.
|
||||
|
||||
---
|
||||
|
||||
## 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.*
|
||||
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
|
||||
|
||||
+113
@@ -0,0 +1,113 @@
|
||||
# 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.*
|
||||
@@ -0,0 +1,105 @@
|
||||
# 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.*
|
||||
-115
@@ -1,115 +0,0 @@
|
||||
# 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.*
|
||||
-89
@@ -1,89 +0,0 @@
|
||||
# Regime
|
||||
|
||||
*The daily life of the held — and the one lever vanilla withholds.*
|
||||
|
||||
Most of what a prison regime needs, vanilla already gives you. The schedule is the Restrict tab. The
|
||||
mood-driven disposition already flows through the colony's underlying systems — a neglected prisoner
|
||||
runs hotter with no new machinery. So Regime does not rebuild any of that. It adds the single thing
|
||||
vanilla flatly refuses to model: **recreation.**
|
||||
|
||||
---
|
||||
|
||||
## What vanilla does, and what Regime flips
|
||||
|
||||
Vanilla denies prisoners the **Joy** (recreation) need outright — the need is flagged colonists-only, so
|
||||
it simply never appears on a prisoner. A caged pawn has no recreation bar, cannot take joy from
|
||||
anything, and never suffers for its absence.
|
||||
|
||||
Regime flips exactly that one bit on — the same approach the good, popular **Prisoner Recreation** mod
|
||||
takes. It grants the recreation need to **humanlike prisoners of your colony** and nothing else: animals,
|
||||
guests, slaves and colonists are untouched, only the recreation need is affected, and it only ever
|
||||
*adds* the need where vanilla withheld it — it never removes a need another mod granted.
|
||||
|
||||
That is the entire mechanism. Enabling recreation is trivial — once the need exists, vanilla does all
|
||||
the rest (joy sources, the recreation bar, the mood effects of a full or empty one). The *value* is not
|
||||
the plumbing; it is what an empty bar now costs.
|
||||
|
||||
---
|
||||
|
||||
## Why a need you can neglect is the point
|
||||
|
||||
Giving prisoners recreation is not a mercy toggle — it is a **lever with two ends**, and the down end is
|
||||
the one that matters to the suite. Once a prisoner *has* the Joy need, they can be **starved** of it, and
|
||||
vanilla's own machinery then does the work: no recreation lowers Joy, which lowers mood, and a low mood
|
||||
raises the pawn's disposition — their odds on every "would they?" roll.
|
||||
|
||||
Every one of those steps already exists. Regime only opens the first door; mood is wired to disposition
|
||||
in Core, so a prisoner who gets no yard time stews, their mood sinks, and their disposition climbs.
|
||||
From [Deterrence](Deterrence.md) and [Discipline & Reform](Discipline-and-Reform.md) you already know
|
||||
disposition is the multiplier the whole system keys off; Regime is what lets *neglect* feed it.
|
||||
|
||||
Concretely, a prisoner's mood pushes their disposition into these brackets:
|
||||
|
||||
| Prisoner condition | Disposition contribution |
|
||||
|---|---|
|
||||
| Mood below 0.20 (recreation-starved, at the floor of despair) | ×2.5 |
|
||||
| Mood below 0.35 (badly kept) | ×1.6 |
|
||||
| Held **and** mood below 0.40 (a badly run cell) | an additional ×1.4 |
|
||||
|
||||
A prisoner you give no recreation is a prisoner you are pushing up those brackets. Regime turns "I
|
||||
didn't bother building a rec room" from a non-event into a disposition cost you pay on every roll.
|
||||
|
||||
---
|
||||
|
||||
## Works alongside Prisoner Recreation
|
||||
|
||||
If you also run the **Prisoner Recreation** mod, nothing breaks. Both mods do the same thing — grant the
|
||||
recreation need to prisoners — and because Regime only acts when the need isn't already granted,
|
||||
whichever runs first grants it and the other sees it already done. Running both is harmless. Running
|
||||
either alone is sufficient. There is no double-need, no conflict, no load-order sensitivity between them.
|
||||
|
||||
Regime prints a short startup message so you can confirm it loaded and prisoner recreation is enabled.
|
||||
|
||||
---
|
||||
|
||||
## Content on top
|
||||
|
||||
Yard time, safety needs, and visitation are *content* on this foundation, not new machinery. Each of
|
||||
them is just another thing that moves a prisoner's mood — and mood is already wired to disposition — so
|
||||
they build on the same spine that this one recreation change put in place. When they land, they make a
|
||||
well-run regime feel richer without adding new systems underneath.
|
||||
|
||||
---
|
||||
|
||||
## How to play with Regime
|
||||
|
||||
- **Build the rec room.** A prisoner with recreation settles; the mood brackets above stay off, and
|
||||
their disposition sits near baseline. A cheap horseshoe pin or chess table earns its keep in crimes
|
||||
that don't happen.
|
||||
- **Neglect is a choice with a number.** Leaving prisoners with nothing to do isn't neutral — it drives
|
||||
mood into the ×1.6 and ×2.5 disposition brackets, and a hotter prisoner reoffends, which cools your
|
||||
colony's climate of order, which heats *everyone*. The rec room is deterrence you build once.
|
||||
- **Recreation and reform stack.** Regime cools disposition *live* (through mood); reform cools it
|
||||
*permanently* (through [Discipline & Reform](Discipline-and-Reform.md)). A reformed prisoner in a
|
||||
well-run wing is calm on both axes — which is exactly the pawn you can eventually [parole](Parole.md).
|
||||
- **You don't need Prisoner Recreation too** — but if you have it, keep it. They coexist.
|
||||
|
||||
---
|
||||
|
||||
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
|
||||
-151
@@ -1,151 +0,0 @@
|
||||
# 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.*
|
||||
@@ -0,0 +1,98 @@
|
||||
# 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.*
|
||||
Reference in New Issue
Block a user