Player-facing wiki rewrite

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# Affiliations and segregation
*Gangs grow out of who pawns **already are** — and the counter-play is to keep the wrong pawns apart.*
A gang in this mod is never invented from nowhere. It crystallises along the bonds a colony already
contains: shared faction, shared faith, or real friendship. This page covers the formation rule — which
bonds count and why the *same room* requirement matters — and then the segregation counter-play that
turns those same bonds against the network.
## The formation rule
On each 5000-tick pass, the game walks everyone currently over the join bar (Nature × Nurture ≥ 0.9)
and tries to pair each unaffiliated pawn with a mate. A pawn pairs up with someone who is, at that
moment, **in the same room** *and* someone they **already share a bond with**.
Two conditions, both required: they must be **in the same room** at the moment of the check, **and**
they must **share an affiliation**. A disposed pawn does not fall in with a stranger across the map; it
falls in with someone it is standing next to *and* already connected to.
Pairing binds them together: if either already runs with a gang, the other joins that gang; otherwise a
fresh gang is founded. So gangs accrete — a new member pairing with an existing member is absorbed
into the existing crew rather than starting a rival one.
### What counts as an affiliation
| Bond | Condition | Notes |
|---|---|---|
| **Same faction** | both belong to the same (non-empty) faction | your colonists share one; captured raiders share theirs |
| **Same ideoligion** | both follow the same ideoligion, only if the Ideology DLC is active | needs Ideology enabled |
| **Friendship** | an opinion of at least **+20** of each other | a real positive relationship, not mere acquaintance |
The design intent:
> Gangs grow out of who pawns ALREADY are, not out of nowhere — so a prisoner's gang on the outside is
> their old faction/friends, and rival factions run as rival gangs.
This is why the system feels coherent rather than arbitrary. A crew is a faction bloc, a congregation,
or a friend group — social lines the colony *already has*. Gangs mesh with them instead of stamping
random groupings over the top.
## Rival factions become rival gangs
Follow the rule to its conclusion. Two captured raiders from **different** hostile factions each share
an affiliation with *their own* side but not with each other. Housed in the same wing, each pairs up
along its own faction line — and now you have **two gangs**. As the
[Rivalry and Fights](Rivalry-and-Fights.md) page explains, members of two different gangs are
automatically **rivals**, and rival-gang violence between them is booked as a crime.
So the affiliation rule and the rivalry rule are two ends of one idea: **who bands together** and **who
is opposed** both derive from pre-existing loyalties. Mix hostile factions or clashing ideoligions in
one room and you have not made one big gang — you have made two rival ones and lit the fuse between
them. This is a housing decision with mechanical teeth.
## Segregation: the counter-play
Here is where the formation rule and the network rule meet, and where the rest of the suite earns its
keep. A gang can only *do* anything — resupply itself — if its members can **reach** each other.
Passing contraband requires two things: the pawns must be in the same gang, **and** two pawns both on
the map must have a walkable path between them. Break the path and you break the network.
The design calls this out as the intended answer to the whole mod:
> The counter-play is the rest of the suite: Classification SEGREGATES rivals into different wings, and
> a network whose members cannot REACH each other is starved.
**Classification** lives in **Institution: Justice**. It grades pawns by risk and lets you sort them
into separate, walled wings. Two gangmates graded into different wings, with no walkable route between
them, fail the reach test on every network pass. The gang still *exists* — they are still the same crew,
still rivals of the other crew — but it can no longer pass a shiv from a holder to a have-not. **A
network that cannot reach itself is a network that cannot supply itself.**
This is the elegant part of the design: the very bonds that formed the gang tell you *who to keep
apart*, and the reach requirement makes keeping them apart actually starve the supply chain. You do not
disband a gang; you **cut it off from itself** until nothing can move along it.
## How to play it
- **Read affiliations before you house pawns.** Same-faction and same-ideoligion prisoners will band
together; hostile factions in one wing will form *rival* gangs and fight. Sort deliberately.
- **Segregate by Classification, not by hope.** Putting rivals in "different areas" is not enough —
resupply only needs a *walkable path* between two gangmates. A shared corridor is a supply line. Use
genuinely separate, walled wings.
- **Starve, don't chase.** You will rarely delete a gang outright. The durable win is to keep its
members unable to reach one another so the network dries up, while keeping mood and deterrence high so
few pawns cross the join bar in the first place (see [Joining](Joining.md)).
- **Watch the outside valve.** Segregation starves *internal* resupply; a bent warden can still inject
new contraband from outside (see [Networks and Smuggling](Networks-and-Smuggling.md)). Partition the
wing *and* clean up your wardens for a network that genuinely goes dark.
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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# Classification
*The intelligence layer over the wings you already build by hand.*
You already build a minimum wing and a max block. You already put the psychopath behind steel and the
teenage pickpocket behind a wooden door. Classification does not replace those walls, cells and locks —
it answers the question vanilla never does: **who belongs where.** It reads the one shared record every
part of the suite writes to and turns it into a single verdict, so the crime system, the search, the
escape and the classifier all agree on how dangerous a pawn is, because they read the same number.
Grade drives everything downstream: search frequency, privileges, escape risk, and — critically —
parole eligibility ([Parole](Parole.md) gates on grade).
> The isolation *toll* of a max/solitary placement is Prisoner Realism's (good) sim. Corrections only
> decides the placement.
---
## The tiers
Every held pawn falls into one of four security grades, low to high — the tiers you already build,
named:
| Grade | Risk score | Reading |
|---|---|---|
| **Minimum** | below 0.35 | Barely a disposition, clean record. Open dorm, light watch. |
| **Medium** | 0.35 – 0.79 | A real record or a real nature. Proper cell, routine search. The parole ceiling. |
| **Maximum** | 0.80 – 1.49 | Repeat offender or proven flight risk. Steel, solitary door, frequent search. |
| **Supermax** | 1.5 and up | The headline cases. Escapes plus crimes plus a dark nature. Never let them near a wall. |
Note the ceiling at **Medium**: [Parole](Parole.md) will only consider a pawn graded Medium or below.
Grade is therefore not just a placement hint — it is the gate a pawn has to fall back through before
they can be released.
---
## The risk score
Risk is a number from 0 to about 3: baseline disposition, plus everything on the record, minus reform
earned. Each thing a prisoner has done adds a fixed amount:
| What it counts | Adds to risk | Why this weight |
|---|---|---|
| **Nature** (0 to 1) | nature × 0.5 | Disposition alone can carry a pawn to Medium (nature 0.7+), but never past it on its own. Character is a suspicion, not a conviction. |
| **Each escape attempt** | +0.35 | The heaviest per-event term. A pawn who *runs* is the one who ends up armed in your base. One attempt is worth nearly two crimes. |
| **Each crime committed** | +0.20 | The staple. Steady, cumulative. |
| **Each time caught** | +0.15 | Caught contraband is worse than merely suspected. |
| **Each contraband item made** | +0.10 | The lightest term — making a shiv is common; escaping with one is not. |
| **Reform earned** | up to −0.4 | The only thing that *lowers* the grade. At most −0.4, since reform caps at 1.0. |
The total is never allowed below zero.
Two facts fall out of the numbers, and both matter for how you play:
- **Searching a prisoner does not raise their risk.** Only *finding* something does — a search that
turns up nothing costs the prisoner no grade. Search freely.
- **Reform can shift at most 0.4 of risk.** At full reform (1.0), the downgrade is −0.4. So a pawn
whose record *without reform* already totals 1.2 or more can never fall to Medium (below 0.8) no
matter how thoroughly they reform — and therefore can **never be paroled**. A prolific offender is a
life sentence. You will hold them, work them, or execute them; you will not release them. This is a
deliberate property of the weights, not an accident.
---
## Worked example — grading a record
**Bram**, an Abrasive raider, has a nature of 0.20. He has three crimes, one escape attempt, was caught
twice, made two shivs, and has not been reformed. Add it up:
| Source | Contribution |
|---|---|
| nature 0.20 × 0.5 | 0.100 |
| 1 escape × 0.35 | 0.350 (the headline) |
| 3 crimes × 0.20 | 0.600 |
| caught twice × 0.15 | 0.300 |
| 2 shivs × 0.10 | 0.200 |
| no reform | 0.000 |
| **total** | **1.550** → Supermax |
Now treat him. Say patient handling and good conduct lift his reform to 0.40. That subtracts
0.40 × 0.4 = 0.16, dropping his risk to **1.39 → Maximum.** He falls a band.
But notice: his reform-*less* risk is 1.55, well above 1.2. Even at perfect reform (1.0) he lands at
1.55 − 0.40 = 1.15 — still Maximum. **Bram is beyond parole for the rest of his life.** His record
decided that, not his disposition.
Contrast **Cass**, a Kind pickpocket whose gentle nature floors her nature term at 0. She has one
crime, was caught once, no escapes, no contraband, no reform yet. Her risk is
(1 × 0.20) + (1 × 0.15) = **0.35 → Medium**, exactly on the line.
Give Cass the standard treatment up to reform 0.30. That subtracts 0.30 × 0.4 = 0.12, dropping her to
**0.23 → Minimum.** Cass is now Minimum, and — being Medium-or-below with reform at least 0.30 —
**paroleable.** Same institution, two futures, and the record told you which was which before you had
to guess.
---
## How to play with grades
- **Segregate by grade, not by vibe.** Sort your cells to the four bands and put a pawn where their
score, not your hunch, says. The whole suite reads the record; you can too.
- **Escapes are the alarm.** One escape attempt (+0.35) will jump a middling pawn a band. If a pawn
crosses into Maximum after a break attempt, believe it — treat them as the flight risk the number
says they are.
- **A clean nature is not a clean record.** A Kind pawn who has escaped twice still grades Maximum;
disposition is only half the score.
- **Watch the parole ceiling.** If you intend to release someone, keep their reform-less risk under
1.2 — mostly that means limiting how deep their record gets *before* you start treating them. A pawn
you let rack up escapes and catches has sentenced themselves.
- **Reform is the only lever that lowers a grade.** See [Discipline & Reform](Discipline-and-Reform.md)
for how to move it, and [Parole](Parole.md) for where the grade gate lands.
---
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
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# Discipline & Reform
*Punishment as an action, with a self-complete payoff — and the seat of institutionalization.*
> This page is the **numbers** — what a disciplinary act does to reform and order. What *drives* it in
> play (a warden's rehabilitation sessions, and neglect that hardens) is [Rehabilitation](Rehabilitation.md).
Punishment does two things at once, on two different axes:
1. **It deters the colony.** Order seen to be done raises the climate of order for everyone: any act of
discipline adds **+0.12** to the colony's order. See [Deterrence](Deterrence.md).
2. **It reshapes the punished.** A harsh hand *prisonizes* — the pawn hardens, reform falls, their
disposition climbs for good. A corrective hand *rehabilitates* — reform rises, their disposition
cools for good.
Both effects belong to Corrections, so discipline is never inert. Prisoner Realism owns the passive
*toll* of isolation (a good sim of how solitary *feels*); Corrections owns the *order* it produces and
the persistent *shift* it leaves on the pawn. When both mods are present, PR's solitary deterioration
deepens the felt experience on top — it does not replace this.
---
## The two hands
Every disciplinary act moves the prisoner's **reform** score, in one of two directions:
| The hand | Reform change | Meaning |
|---|---|---|
| **Harsh** | **−0.15** | Beatings, deprivation, the hard hand. Hardens — "prisonization." |
| **Corrective** | **+0.10** | Correction, structure, rewarded good conduct. Rehabilitates. |
Either way, the act also adds **+0.12** to the colony's order — the colony sees order done, whoever it
was done to.
Reform lives on the shared record, clamped between −1 and +1:
| Reform | Reading |
|---|---|
| **+1.0** | Fully rehabilitated |
| **0.0** | Untouched — as they came in |
| **−1.0** | Fully hardened, institutionalized |
Note the asymmetry: **harsh (−0.15) moves faster than gentle (+0.10).** It takes three corrective acts
to build +0.30 of reform; two harsh acts to tear down −0.30. Damage is quicker than repair — as it
should be.
---
## How reform becomes disposition
Reform is not a status effect or a mood buff. It feeds straight back into a pawn's **disposition** —
Core's underlying "would they act out?" multiplier — scaling their whole disposition up or down and
keeping it there. The size of that scaling is set entirely by reform:
| Reform | Disposition factor | Effect |
|---|---|---|
| −1.00 (hardened) | **1.500** | +50% more disposed — permanently |
| −0.30 | 1.150 | +15% |
| −0.15 (one harsh act) | 1.075 | +7.5% |
| 0.00 | 1.000 | untouched |
| +0.10 (one gentle act) | 0.950 | −5% |
| +0.30 (parole threshold) | 0.850 | −15% |
| +1.00 (rehabilitated) | **0.500** | −50% less disposed — permanently |
Because reform is clamped between −1 and +1, the factor spans 0.5× to 1.5×. **This is the whole
trick.** Institutionalization and recidivism are not a parallel mechanic bolted on the side — they are
*one number the disposition already reads*. A hardened pawn is not flagged "recidivist"; they simply
carry a negative reform that makes every "would they?" roll for the rest of their life come up hot.
Discipline and Parole are what *move* reform; disposition only *reads* it — which is how
institutionalization emerges without a second system.
---
## Worked example — two sentences
Take a fresh prisoner with reform 0, badly kept: mood 0.30, held. Before any reform, their disposition
is already running hot — a bad mood (×1.6) and a held-and-unhappy cell (×1.4) combine, and with the
colony at baseline the pawn sits around **2.35× disposition**.
**The hard hand.** You beat them into line — three harsh punishments take reform to −0.45. At that
reform the disposition factor is 1.225, so their disposition is now 2.35 × 1.225 ≈ **2.88 — +22% hotter
than when they arrived**, forever, independent of mood. You have made them more criminal, not less.
This is prisonization: the sentence itself became the cause. (You did buy +0.36 of colony order along
the way — order today, at the cost of the pawn's tomorrow.)
**The corrective hand.** Instead you structure and reward — three gentle punishments *and* you fix
their conditions (recreation, decent cell) so mood recovers to 0.55. Reform rises to +0.30, and the
recovered mood drops the "badly kept" and "held-and-unhappy" penalties entirely. The disposition factor
at +0.30 reform is 0.85, so their disposition is now roughly **0.89 — below neutral.** The same pawn who
would have been 2.88 disposed is now 0.89. And at reform 0.30 with a low enough grade they have crossed
the [Parole](Parole.md) threshold. Same institution, opposite outcomes — decided by which hand you used.
---
## How to play with discipline
- **Harsh is a lever, not a punishment button.** It buys colony order *now* (+0.12) at the price of the
pawn's disposition *forever* (−0.15 reform → hotter disposition). Use it when you need the deterrence
and never intend to release the pawn — a Supermax lifer you are only ever going to hold.
- **Gentle is how anyone gets out.** Parole needs reform 0.30 or higher; only the corrective hand
builds it. Three gentle acts is the floor.
- **Damage compounds; repair is slow.** −0.15 vs +0.10 means a pawn you brutalize early is expensive to
bring back — and a hardened pawn commits more crime, which sinks the climate, which makes *everyone*
worse. Don't harden pawns you might want later.
- **Conditions and discipline stack.** Reform shifts disposition permanently; mood, neglect and
deterrence shift it live (see [Regime](Regime.md) and [Deterrence](Deterrence.md)). A reformed pawn
in a well-run wing is calm on two axes at once.
---
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
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# Institution: Corrections
# 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.*
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# Joining a gang
*How Gangs decides who runs with a crew — and why a well-run colony keeps almost everyone out.*
Membership is not random, and it is not a mood event. A pawn joins a gang only when their **disposition
and their circumstances line up at once** — the same Nature × Nurture propensity that drives every
other behaviour in the Institution suite. This page covers the exact test, why the bar is set where it
is, and how you keep pawns on the right side of it.
## The rule
A pawn joins when their **Nature multiplied by their Nurture reaches 0.9 or higher**. Only humanlike
pawns are ever eligible — animals and mechs never join.
Beyond that it is one line of arithmetic: multiply the pawn's **Nature** by their **Nurture** and
compare to **0.9**. There is no dice roll here. The same pawn in the same situation always gives the
same answer — join, or don't. (That makes membership different from one-off acts like a piss spree,
which *do* roll the dice each time. Gang membership is a standing condition, so it uses the raw product
with no randomness.)
### The two halves
Both terms come from **Institution: Core** — see Core's own documentation for the full tables — but you
need the shape of them to understand the bar:
- **Nature** (`0` to `1`) is *who the pawn is*: a base of `0.05`, plus trait weights, floored at `0`
and capped at `1`. Psychopath `+0.45`, Bloodlust `+0.35`, Kleptomaniac `+0.40`, Greedy `+0.25`,
Abrasive `+0.15`; and it goes **down** for Kind `−0.30` or Ascetic `−0.15`. This is fixed at pawn
creation and barely moves.
- **Nurture** (a multiplier, roughly `0.4` at the floor, `1.0` at baseline) is *the situation you put
them in*: a floored mood multiplies it up hard (roughly `×2.5` under 0.20 mood, `×1.6` under 0.35),
being held while miserable adds more (`×1.4`), a hardened record (negative reform) raises it, and —
critically — **deterrence pulls it down** (toward about `0.7` in a high-deterrence colony; a neutral,
baseline order sits at `1.0`). This is the half you control.
## Why the bar is high
`0.9` is a deliberately steep threshold. In the design's own words:
> A high bar, on purpose: gangs are a symptom of a badly-run colony, not furniture. A healthy Rimworld
> — content pawns, an orderly colony — grows few gangs, if any.
Because the two terms are **multiplied**, both have to be substantial for the product to clear `0.9`.
A nasty pawn in a happy, policed colony has a low nurture and stays out. A saintly pawn in a hellhole
has a near-zero nature and stays out. You only get a gang when a genuinely disposed pawn is *also*
neglected or unpoliced — foul streak **and** bad situation, together.
That is the design speaking through the arithmetic: a gang is never bad luck. It is feedback.
## Worked examples
All numbers below use Core's documented factors; the intermediate nurture figures are rounded to show
the shape of the decision.
| Pawn | Nature | Situation → Nurture | Product | Joins? |
|---|---|---|---|---|
| **Kind colonist**, ordinary life | `0.05 − 0.30`, floored at `0.00` | content, `≈ 1.0` | `0.00` | **No** — nature floors it |
| **Greedy prisoner**, content, policed | `0.30` | fed & high deterrence, `≈ 0.7` | `≈ 0.21` | **No** |
| **Greedy prisoner**, starved & neglected | `0.30` | mood floored + held, `≈ 3.5` | `≈ 1.05` | **Yes** |
| ...same pawn, but you raise deterrence | `0.30` | `× ≈ 0.7` → `≈ 2.45` | `≈ 0.74` | **No** — deterrence tipped them out |
| **Psychopath + Bloodlust**, mood floored | `≈ 0.85` | mood floored + held, `≈ 3.5` | `≈ 2.9` | **Yes** — nothing short of reform pulls this back |
The middle rows are the whole game of it. The **same greedy prisoner** joins or abstains purely on how
you run the wing. The Kind colonist and the near-maxed psychopath are the fixed poles: one essentially
cannot join, the other essentially always will if you neglect them. Everyone in between is a policy
choice.
## It works for every pawn, everywhere
There is no "prisoners only" special case: any pawn — colonist, prisoner, slave — can run with a crew,
wherever they are.
Membership pays no attention to a pawn's secured status. A disposed **free colonist** can run with a
crew on the outside; a **prisoner** can run with theirs on the inside; a **slave** likewise. This is
what lets a gang span the wall — an outside member and an inside member of the same crew (see
[Networks and Smuggling](Networks-and-Smuggling.md)). Being held raises nurture (misery), but it is not
a requirement.
## The cadence: every 5000 ticks
Gang membership is re-evaluated on a fixed interval — every **5000 ticks**, which is about **2 in-game
hours** (a RimWorld day is 60,000 ticks), or roughly **80 seconds** of real time at normal (1×) speed.
On each pass, the game:
1. Gathers everyone on the map who currently meets the Nature × Nurture ≥ 0.9 join bar.
2. Pairs up unaffiliated members who **share a room and a bond** into gangs (see
[Affiliations and Segregation](Affiliations-and-Segregation.md)).
3. Runs one round of network resupply inside each gang (see
[Networks and Smuggling](Networks-and-Smuggling.md)).
Because the join bar is re-checked from scratch every pass, membership is *live*: a pawn whose situation
improves until the product drops back under `0.9` simply stops being eligible to form new bonds. The
bar is not a one-time gate at recruitment — it is a standing condition the colony is continuously graded
against.
## How to keep pawns out
You do not fight the gang system. You lower nurture, which lowers the product, which drops pawns below
`0.9`:
- **Feed them and give them recreation.** Mood is the biggest nurture multiplier by far. A wing above
0.35 mood loses the `×2.5`/`×1.6` spikes entirely.
- **Keep deterrence high** (Institution: Justice). Deterrence scales nurture down toward `0.7`; a
well-policed colony is *arithmetically* less gang-prone. This is the row in the table above where the
same greedy prisoner flips from *joins* to *abstains*.
- **Reform, don't just punish.** A hardened record (negative reform) *raises* nurture; discipline that
actually reforms (positive reform) lowers it. Harsh punishment that prisonizes a pawn makes the
gang problem worse, not better.
- **Accept the two poles.** A near-maxed psychopath will run with someone the moment you slip; a Kind
pawn essentially never will. Spend your attention on the middle.
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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# Networks and smuggling
*The one thing nothing else models: contraband that flows **between** pawns. A gang is a supply chain.*
This is the core of the mod. Everything else — who joins, who fights, who is kept apart — exists to
serve or to break the network described here. A gang is not a mood aura; it is a **supply chain**, and
contraband flows along it.
## The move
The heart of it is a single transfer: a gangmate who is holding a stash passes one piece of it to a
gangmate who has none. Here is everything that has to be true for a piece to move:
- both pawns are in the **same gang**;
- if both are on the map, the supplier has a **walkable path** to the customer (touch range, willing to
cross deadly danger to get there);
- there is contraband in play on the map at all;
- the supplier is actually holding at least one concealed item.
When all of that holds, the supplier's first concealed item leaves their hands and arrives — still
hidden — on the customer.
A few things worth reading carefully:
- **One item per move.** It moves the first concealed item on the supplier, and exactly that. It is a
redistribution, not a duplication: the item leaves the supplier and arrives concealed on the customer.
The gang's total stash is unchanged; only *who holds it* changes.
- **Same gang, always.** Both pawns must belong to the same gang. There is no smuggling to a stranger —
the network only moves along membership.
- **The reach requirement only applies to pawns both on the map.** Two pawns physically present must
have a walkable path between them. If a member is off the active map, the reach check is skipped —
which is what allows a gang to reach across the wall to a member who is not on the map right now.
## Why this defeats a single search
Consider a wing of four gangmates and one shiv. You search Prisoner A and find nothing — clean. You
tick a box: *cell searched, no contraband.* But the shiv was on Prisoner C the whole time, and on the
next 5000-tick network pass it will move to whoever is out. Search C tomorrow and it may already be on
A again.
Put plainly:
> A gangmate holding a stash supplies one who has none, so a search that turns up nothing on one
> prisoner has not cleaned out the wing.
A single search is a snapshot of one pawn in a network that reshuffles itself. This is the whole reason
contraband-as-a-network is worth modelling: **the unit of contraband is the wing, not the pawn.** To
clean it out you have to either search faster than it moves, or — far better — break the network.
## The automatic resupply pass
You never trigger a transfer by hand; the game runs it automatically on the 5000-tick pass. After
forming gangs for the pass, it runs one resupply round **per gang**: it finds the first member who *is*
hiding contraband and the first member who is *not*, and if both exist, moves one item from the holder
to the empty-handed member.
So on each interval, every gang that has both a haves-member and a have-not-member performs **one**
transfer, moving a single item from a holder to someone empty-handed. Over several passes the effect is
that a gang tends to keep its members supplied and to spread a stash out — which is exactly what makes
a scattershot search miss it. (Only members who currently meet the join bar take part in this automatic
pass.)
## The cross-wall move
Because neither the join bar nor gang membership cares about a pawn's secured status, a gang can have a
**free** member and a **held** member. If the free member is holding the stash, the network resupplies
*into* the prison — the outside man passes to the inside man. A free colonist and a prisoner can be in
one gang with the stash on the free member; the transfer succeeds, and afterwards the prisoner is hiding
contraband and the colonist is not. Your prison's contraband problem is not sealed inside your prison.
## Resupply from outside: the bent warden
The transfer only *redistributes* what a gang already has. So what happens when you finally search the
whole wing on the same day and strip every member clean — there is nothing left to pass around? The
gang is starved. It stays starved until contraband **re-enters** from outside.
That external source is not part of Gangs; it is **Institution: Contraband's** corruption route. A
warden's honesty varies by personality (a Greedy warden has a price), and a bent warden can *smuggle
contraband in to a prisoner*, planting a concealed item directly. That single planted item is then all
the network needs: one holder, and the next 5000-tick pass spreads it back out across everyone who can
reach.
So the two halves of the supply picture are:
| Mechanism | Owner | What it does |
|---|---|---|
| Passing contraband between gangmates | **Gangs** | moves existing contraband *between* gangmates who can reach each other |
| Warden smuggling | **Contraband** | injects *new* contraband from outside via a corruptible warden |
Cut both and a gang genuinely dries up. Cut only the redistribution and a bent warden re-seeds it; cut
only the warden and any stash you missed keeps circulating.
## How to break a network
- **Search the whole wing at once**, not one pawn at a time. A partial sweep is a snapshot the network
routes around.
- **Segregate rivals into different, unreachable wings** (Classification, in Institution: Justice). The
reach requirement is the lever — a network whose members cannot walk to each other cannot pass
anything. This is the primary counter-play; see
[Affiliations and Segregation](Affiliations-and-Segregation.md).
- **Clean up your wardens.** If searches never seem to finish the job, you may have a Greedy warden
re-seeding the wing. Corruption is the resupply valve; personality is the fix.
---
*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*
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# Parole
*Release, driven by what the pawn has become.*
> This page is the release **decision**. The warden work that acts on it — the "Ready for parole" alert
> and the release that frees a parolee back into the colony — is [Rehabilitation](Rehabilitation.md).
Parole is the end of the arc, and it is deliberately a *decision*, not a mechanic that rebuilds the
game's release flow. It asks one question — **is this pawn ready?** — and answers it from two things
already on the record: the reform the sentence earned (or failed to earn), and the grade the record
warrants.
> The *return* outcome — a grateful ally, a vengeful raider — is Prisoner Realism's Recidivism, a good
> sim Corrections does not rebuild. Corrections' mirror is the parolee who **stays** and may reoffend,
> carrying their record into the colony.
---
## The gate
A prisoner can be paroled only when **all three** of these hold:
| Condition | Threshold | Why |
|---|---|---|
| Not already pardoned | never released before | Release is one-way; you can't re-parole. |
| Genuinely reformed | reform 0.30 or higher | Proof the sentence *healed* rather than hardened. Three corrective acts minimum. |
| Low enough grade | grade Medium or below (risk under 0.8) | Reform of attitude is not enough — the *record* must have cooled to something you'd let out. |
A pawn with **no record at all** is releasable trivially (there is nothing to hold them). Everyone else
has to earn all three.
The grade gate and the reform gate interact in a way worth internalizing. Because reform subtracts at
most 0.4 from risk ([Classification](Classification.md)), a pawn whose reform-*less* risk is 1.2 or more
can never reach Medium — so **no amount of reform will ever parole a prolific offender.** Parole is for
pawns whose record stayed shallow enough that treatment can pull them back under the ceiling. Let a pawn
rack up escapes and catches and you have quietly converted them into a lifer, whatever their attitude.
---
## Release
Releasing a parolee marks a **pardon** on their record. Vanilla does the actual freeing; the pardon is
Corrections' memory that this pawn was let out after genuine reform, so reintegration can grant a clean
slate and the pawn won't be offered for parole twice. A modest faction-goodwill / relationship nudge for
a well-handled release is the immediate payoff.
---
## The whole arc
The pawn moves through every stage in turn, and each one writes the record the next one reads:
| Stage | Where it lives | What moves | What's recorded |
|---|---|---|---|
| 1. Crime | [Deterrence](Deterrence.md) | Climate −0.08; the colony runs hot | a crime, and when it happened |
| 2. Caught & held | [Classification](Classification.md) | A grade is assigned from the record | reads every counter |
| 3. Discipline | [Discipline](Discipline-and-Reform.md) | Reform moves ±; climate +0.12 | reform |
| 4. Reform | [Discipline](Discipline-and-Reform.md) → Core | Disposition cools as reform rises | reform (read by disposition) |
| 5. Regrade | [Classification](Classification.md) | Reform subtracts risk; grade falls | reads reform |
| 6. **Parole** | this page | Gate opens at reform 0.30 **and** grade Medium or below | reads reform and pardon; sets pardon |
It is a loop, not a line: the crime that opens stage 1 also cools the colony's climate, which the *next*
pawn's disposition reads — so one pawn's whole sentence is faintly present in every other pawn's odds.
---
## Worked example — a sentence that ends in release
**Cass**, a Kind pickpocket whose gentle nature floors her nature term at 0. She arrives with one crime,
caught once, no escapes, no contraband, no reform yet. Her risk is (1 × 0.20) + (1 × 0.15) = **0.35 →
Medium.** She is already Medium-or-below, so the *grade* gate is met — but her reform is 0, so she is not
yet releasable.
You give her the corrective hand three times (structure, rewarded conduct) and fix her cell so she
isn't stewing. Reform rises to 0.30, which subtracts 0.30 × 0.4 = 0.12 from her risk, dropping her to
**0.23 → Minimum.** Now all three gates are met — reform at least 0.30, Minimum is below Medium, and
she's never been pardoned — so **Cass is paroleable.** Pardon her and she walks.
Contrast **Bram** from the Classification page, whose reform-less risk of 1.55 keeps him at Maximum even
at full reform — the grade gate never opens for him, so he can never be paroled. Two prisoners, the same
treatment, and the record decides which one you can ever let go.
---
## A note on record cleanup
A pawn with a completely empty record — no crimes, no escapes, no contraband, no catches, no reform, no
pardon — is forgotten on save/load (Core prunes blank and dead-pawn records). A *pardoned* pawn is
therefore **not** empty, and their record persists: the pardon is remembered. This is why a released
parolee who stays and reoffends still carries their history — Corrections does not forget that they were
once let out.
---
## Ideology-flavoured thresholds
Precepts layer on top of this baseline, not under it: an execution-favouring ideoligion paroles rarely,
a lenient one readily. The gate above is the baseline those precepts modulate — the floor beneath the
flavour, so the decision is coherent whether or not Ideology is installed.
---
## How to play with parole
- **Parole is earned, not granted.** You cannot release your way out of a deep record. Decide early
whether a pawn is a keep-or-release case and treat (gently) the ones you mean to free.
- **Reform 0.30 is three gentle acts, minimum.** Nothing faster reaches it. Start early.
- **Keep the record shallow if you want the option.** Every escape (+0.35) and catch (+0.15) you let
accumulate pushes a pawn toward the unparoleable side of the 1.2 line.
- **A parolee who stays is a Corrections case, not a farewell.** They carry their record; if conditions
sour, their disposition (still reading their history) can put them back on it.
---
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
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# Regime
*The daily life of the held — and the one lever vanilla withholds.*
Most of what a prison regime needs, vanilla already gives you. The schedule is the Restrict tab. The
mood-driven disposition already flows through the colony's underlying systems — a neglected prisoner
runs hotter with no new machinery. So Regime does not rebuild any of that. It adds the single thing
vanilla flatly refuses to model: **recreation.**
---
## What vanilla does, and what Regime flips
Vanilla denies prisoners the **Joy** (recreation) need outright — the need is flagged colonists-only, so
it simply never appears on a prisoner. A caged pawn has no recreation bar, cannot take joy from
anything, and never suffers for its absence.
Regime flips exactly that one bit on — the same approach the good, popular **Prisoner Recreation** mod
takes. It grants the recreation need to **humanlike prisoners of your colony** and nothing else: animals,
guests, slaves and colonists are untouched, only the recreation need is affected, and it only ever
*adds* the need where vanilla withheld it — it never removes a need another mod granted.
That is the entire mechanism. Enabling recreation is trivial — once the need exists, vanilla does all
the rest (joy sources, the recreation bar, the mood effects of a full or empty one). The *value* is not
the plumbing; it is what an empty bar now costs.
---
## Why a need you can neglect is the point
Giving prisoners recreation is not a mercy toggle — it is a **lever with two ends**, and the down end is
the one that matters to the suite. Once a prisoner *has* the Joy need, they can be **starved** of it, and
vanilla's own machinery then does the work: no recreation lowers Joy, which lowers mood, and a low mood
raises the pawn's disposition — their odds on every "would they?" roll.
Every one of those steps already exists. Regime only opens the first door; mood is wired to disposition
in Core, so a prisoner who gets no yard time stews, their mood sinks, and their disposition climbs.
From [Deterrence](Deterrence.md) and [Discipline & Reform](Discipline-and-Reform.md) you already know
disposition is the multiplier the whole system keys off; Regime is what lets *neglect* feed it.
Concretely, a prisoner's mood pushes their disposition into these brackets:
| Prisoner condition | Disposition contribution |
|---|---|
| Mood below 0.20 (recreation-starved, at the floor of despair) | ×2.5 |
| Mood below 0.35 (badly kept) | ×1.6 |
| Held **and** mood below 0.40 (a badly run cell) | an additional ×1.4 |
A prisoner you give no recreation is a prisoner you are pushing up those brackets. Regime turns "I
didn't bother building a rec room" from a non-event into a disposition cost you pay on every roll.
---
## Works alongside Prisoner Recreation
If you also run the **Prisoner Recreation** mod, nothing breaks. Both mods do the same thing — grant the
recreation need to prisoners — and because Regime only acts when the need isn't already granted,
whichever runs first grants it and the other sees it already done. Running both is harmless. Running
either alone is sufficient. There is no double-need, no conflict, no load-order sensitivity between them.
Regime prints a short startup message so you can confirm it loaded and prisoner recreation is enabled.
---
## Content on top
Yard time, safety needs, and visitation are *content* on this foundation, not new machinery. Each of
them is just another thing that moves a prisoner's mood — and mood is already wired to disposition — so
they build on the same spine that this one recreation change put in place. When they land, they make a
well-run regime feel richer without adding new systems underneath.
---
## How to play with Regime
- **Build the rec room.** A prisoner with recreation settles; the mood brackets above stay off, and
their disposition sits near baseline. A cheap horseshoe pin or chess table earns its keep in crimes
that don't happen.
- **Neglect is a choice with a number.** Leaving prisoners with nothing to do isn't neutral — it drives
mood into the ×1.6 and ×2.5 disposition brackets, and a hotter prisoner reoffends, which cools your
colony's climate of order, which heats *everyone*. The rec room is deterrence you build once.
- **Recreation and reform stack.** Regime cools disposition *live* (through mood); reform cools it
*permanently* (through [Discipline & Reform](Discipline-and-Reform.md)). A reformed prisoner in a
well-run wing is calm on both axes — which is exactly the pawn you can eventually [parole](Parole.md).
- **You don't need Prisoner Recreation too** — but if you have it, keep it. They coexist.
---
*Part of the **Institution** suite for RimWorld 1.6: Core · Contraband · Policing · Corrections · Gangs · Ward.*
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# Rehabilitation
*The warden work that drives discipline, reform, and parole.*
Classification, discipline, deterrence, and parole set the rules — a grade over the record, a reform
score punishment moves, an order climate, a release decision. Rehabilitation is what a warden actually
*does* day to day to move a prisoner through them. Without it, reform sits still, classification never
re-grades, and parole never fires; with it, the whole post-arrest arc comes alive.
It gives corrections the same shape Ward gives psychiatric care — a **prisoner interaction mode**,
**warden work**, an **alert**, and an **inspect readout** — so a warden reforms a prisoner over time and
paroles them when they have turned a corner.
---
## The two modes
Both are non-exclusive prisoner interaction modes (the same kind Prison Labor and Ward use), so they
stack with each other and with recruit / reduce-resistance.
| Mode | What a warden does | Result |
|---|---|---|
| **Rehabilitate** | Runs counselling sessions on the prisoner | Reform rises, the reform bar fills, colony order rises |
| **Parole when reformed** | Releases the prisoner **once they are eligible** | A paroled colonist, back in the colony |
Set **Rehabilitate** alone to run the programme and parole by hand when the alert fires; set **both**
for a hands-off "reform, then release" pipeline. A prisoner flagged for parole who is *not yet* eligible
is simply not acted on — the warden waits.
---
## A rehabilitation session
A warden walks to the prisoner and counsels them for about 20 in-game minutes, with Social as the
active skill. On completion (never on interruption — you only earn credit for a finished session), one
session does three things:
1. **Corrective discipline** — a gentle disciplinary act: reform **+0.10**, and it raises the colony's
**order** by **+0.12**. This is the deterrence-up half that punishment alone never triggered —
visible corrective justice deters everyone else.
2. **The reform bar** — the visible progress bar fills, by **0.34 × cell quality × skill** per session,
and it **decays −0.08/day**, so rehabilitation has to be *sustained*.
3. **A memory** — the prisoner feels counselled (a small mood lift).
| Input | Range | Depends on |
|---|---|---|
| skill factor | 0.5 … 1.0 | the warden's Social level |
| cell quality | 0.5 … 1.5 | the cell's impressiveness |
| reform per session | +0.10 | fixed |
| order per session | +0.12 | fixed |
Reform reaches the parole bar (0.30) in roughly **three completed sessions** — faster than a bad cell or
a poor counsellor fills the visible bar. So the "Ready for parole" alert keys off the real gate, not the
bar you see filling.
---
## Neglect — the teeth
A prisoner you flag for rehabilitation and then never attend **hardens**, exactly as a ward you don't
staff does. Once more than **two days** pass since the last real session, reform falls **−0.15/day** and
they resent it (a mood hit). This hardening lowers reform *directly*, not as an act of visible justice —
neglect is passive prisonization, so unlike a session it does **not** raise the colony's order.
Attend the prisoner and the clock resets; flag them and walk away and they slide back toward the record
that put them in. "A reform programme you don't staff is worse than none."
---
## Parole — the release that stays
When a rehabilitated prisoner clears the parole gate — reform 0.30 or higher, security grade Medium or
below, not already pardoned — the **Ready for parole** alert names them. A warden set to Parole then
processes the release:
- marks the **pardon** on the record;
- clears the prisoner hold so a former prisoner becomes a **free colonist again** — a parolee who
*stays* in the colony carrying their record, not vanilla's release that ejects them from the map;
- a grateful memory, and a small **+0.03** to order (a lawful release is visible justice too).
The parolee keeps their record, so if they reoffend the [policing](Policing.md) loop catches them again
— recidivism, closing back onto the start.
---
## Discipline — the other lever
Rehabilitation is the carrot; **discipline** is the stick, and its opposite. Set a prisoner to
**Discipline** and a warden puts them in **solitary**: harsh discipline *hardens* them — reform falls —
yet raises the colony's order (visible harsh justice deters the rest), and it stings: a mood hit and an
on-edge *in solitary* status. It fires at most once per term (the status blocks re-discipline for about
two days), so it holds order without cratering reform in a single day. The tension is the point: lean on
discipline to keep order and you make the punished harder to reform.
## Classification enforcement
Classification always computed a **security grade** (Minimum..Supermax); now it is actionable:
- **The grade shows** on every prisoner's inspect pane — the game tells you who is dangerous instead of
leaving you to guess.
- **Wing-routing.** A wall-mounted **security marker** grades the cell block it stands in
(Minimum..Supermax, set with a gizmo). One marker covers a *whole block* — a prisoner takes the grade
of the nearest marker in range, so you tag a corridor once rather than cluttering every cell. A
**"Dangerous prisoner unsecured" alert** then flags any prisoner held in a wing too weak for their
grade, and the inspect pane shows their wing and a **MISPLACED** warning — move them to a stronger
wing. An ungraded wing falls back to flagging an unsegregated Maximum/Supermax pawn.
- **Cell safety:** a prisoner caged with a dangerous one suffers a mood penalty. Segregate your
dangerous prisoners, or their cellmates pay for it — the grade made to matter on the *housing* side,
not only at parole.
## Regime — yard, lockup, and visitors
Beyond punishment and reform, the held have a **daily life**:
- **Yard / Lockup schedule.** Two timetable blocks set a held pawn's day: **Yard** allows recreation
(with the prisoner recreation need Regime enables, they head out to a rec area), **Lockup** confines
them to the cell and stews their mood. The timetable itself is **Prison Labor's** — Corrections reads
it when PL is present and does nothing without it, so PL stays compatible.
- **Visitors.** A prisoner or ward patient with family or a bond gets **visitors** — a friendly party
walks in under the game's own visitor AI and congregates by their cell, and the break from isolation
lifts their mood. Thematically strongest for a ward patient whose family comes to see them.
---
## Seeing it
Every colony prisoner's inspect pane now carries the corrections readout:
> *Security grade: Maximum* · *In solitary* · *Rehabilitation: reforming (40%) — neglected (3d)* ·
> *reformed — ready for parole*
The **grade** shows for every held pawn; *in solitary* while a discipline term runs; the
**rehabilitation** line for a pawn set to reform. And because the colony's **order climate** otherwise
has no readout at all, the same pane surfaces it when it is far enough from ordinary to matter —
*Colony order: low (28%) — crime pays here* / *high (71%) — order holds*.
---
## What this closes
With rehabilitation in play, the whole post-arrest arc runs: **discipline** moves reform,
**classification** re-grades as reform rises, **deterrence** climbs on visible justice (not just falls
on crime), **parole** releases the reformed, and Core's **treatment** carries the reform bar the same
way it carries Ward's recovery. The loop closes back onto disposition — catching, reforming, and
releasing one pawn moves the climate every other pawn is judged against.
The whole corrections layer can be toggled off in the mod's settings, like the rest of the suite.
---
*Part of the **Institution** suite.*
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# 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.
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*Part of the **Institution** suite — Core · Contraband · Justice · Gangs (this). Each mod stands alone; together they are one system.*