From f9e94c65d64ed476102c68807b2df62358ce249e Mon Sep 17 00:00:00 2001 From: flan Date: Wed, 15 Jul 2026 22:07:19 +0000 Subject: [PATCH] Update wiki: Regime (yard/lockup + visitors) --- justice/Rehabilitation.md | 48 +++++++++++++++++++++++++++++++++++---- 1 file changed, 43 insertions(+), 5 deletions(-) diff --git a/justice/Rehabilitation.md b/justice/Rehabilitation.md index 0f9c761..86b5f9f 100644 --- a/justice/Rehabilitation.md +++ b/justice/Rehabilitation.md @@ -87,16 +87,54 @@ 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 (`Discipline.Punish`) *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 +gates 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. +- A **"Dangerous prisoner unsecured" alert** fires when a Maximum/Supermax pawn is held in the open or + sharing a cell — the misplacement flag, without a wing-grading UI. It clears once they have a secure, + solo cell. +- **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 Joy 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** — this reads it when PL is + present and is inert without it, so PL stays compatible: read, never fought. +- **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 -A rehabilitated prisoner's inspect pane shows the state directly (a Harmony postfix on +Every colony prisoner's inspect pane now carries the corrections readout (a Harmony postfix on `Pawn.GetInspectString`, via Justice's existing Regime patch — not a contested method): -> *Rehabilitation: reforming (40%)* · *reformed — ready for parole* · *— neglected (3d)* +> *Security grade: Maximum* · *In solitary* · *Rehabilitation: reforming (40%) — neglected (3d)* · +> *reformed — ready for parole* -And because the colony's **order climate** otherwise has no readout at all, the same line surfaces it -when it is far enough from ordinary to matter — *Colony order: low (28%) — crime pays here* / *high -(71%) — order holds*. +The **grade** shows for every held pawn (classification's information pillar); *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*. ---