diff --git a/Affiliations-and-Segregation.md b/Affiliations-and-Segregation.md new file mode 100644 index 0000000..eee2882 --- /dev/null +++ b/Affiliations-and-Segregation.md @@ -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.* diff --git a/Classification.md b/Classification.md deleted file mode 100644 index ca637ee..0000000 --- a/Classification.md +++ /dev/null @@ -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.* diff --git a/Discipline-and-Reform.md b/Discipline-and-Reform.md deleted file mode 100644 index 1ab8d4c..0000000 --- a/Discipline-and-Reform.md +++ /dev/null @@ -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.* diff --git a/Home.md b/Home.md index 4e01666..8ac3867 100644 --- a/Home.md +++ b/Home.md @@ -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.* diff --git a/Joining.md b/Joining.md new file mode 100644 index 0000000..a70b16e --- /dev/null +++ b/Joining.md @@ -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.* diff --git a/Networks-and-Smuggling.md b/Networks-and-Smuggling.md new file mode 100644 index 0000000..497f97e --- /dev/null +++ b/Networks-and-Smuggling.md @@ -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.* diff --git a/Parole.md b/Parole.md deleted file mode 100644 index 8a0610a..0000000 --- a/Parole.md +++ /dev/null @@ -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.* diff --git a/Regime.md b/Regime.md deleted file mode 100644 index ffacd3d..0000000 --- a/Regime.md +++ /dev/null @@ -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.* diff --git a/Rehabilitation.md b/Rehabilitation.md deleted file mode 100644 index 1438cee..0000000 --- a/Rehabilitation.md +++ /dev/null @@ -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.* diff --git a/Rivalry-and-Fights.md b/Rivalry-and-Fights.md new file mode 100644 index 0000000..5b8dae3 --- /dev/null +++ b/Rivalry-and-Fights.md @@ -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.*