Update wiki: Regime (yard/lockup + visitors)

flan
2026-07-15 22:07:19 +00:00
parent 519e240092
commit f9e94c65d6
+43 -5
@@ -87,16 +87,54 @@ them again — recidivism, closing back onto the start.
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## 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.
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## Seeing it ## 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): `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 The **grade** shows for every held pawn (classification's information pillar); *in solitary* while a
when it is far enough from ordinary to matter — *Colony order: low (28%) — crime pays here* / *high discipline term runs; the **rehabilitation** line for a pawn set to reform. And because the colony's
(71%) — order holds*. **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*.
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