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Difference between revisions of "40d:Justice"

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{{quality|Exceptional|16:22, 26 December 2011 (UTC)}}{{av}}
 
'''Justice''' is dealt by your [[Sheriff]] (later [[Captain of the guard]]) or the [[Hammerer]].
 
'''Justice''' is dealt by your [[Sheriff]] (later [[Captain of the guard]]) or the [[Hammerer]].
  
Only metal [[cage]]s can, and only metal [[restraint]]s should be set to be used for justice, as [[jail]]s. Your sheriff will use them to cage criminals.
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Only metal [[cage|cages]] and [[restraint]] can be set to be used for justice, as [[jail|jails]]. Your police force (be it the [[Sheriff]] or the [[Captain of the guard|Captain]] and his [[guard|staff]]) will use them to contain criminals.
  
The current number of ropes or chains "needed" is indicated on the z Status menu, under the Justice submenu. The number of them required is one-tenth the current population, rounded down to the nearest integer. Not meeting this number currently seems to have no negative effects{{verify}}.
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The current number of cages/restraints suggested is indicated on the {{k|z}} Status menu, under the Justice tab. That number is one-tenth (10%) the current population, rounded down. Not meeting this number is supposed to give unhappy [[thought]]s to the Sheriff (or Captain of the Guard), but due to a bug it does not.
  
 
=== Crimes ===
 
=== Crimes ===
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* Violation of Production Order - failing to produce items [[mandate]]d by a [[noble]].
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* Violation of Export Prohibition - selling items to a caravan which a [[noble]] forbade exporting.
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* Violation of Job Order - failing to complete [[guild]] jobs [[mandate]]d by the [[mayor]].
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* Conspiracy to Slow Labor - unknown
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* Murder - killing a fellow dwarf or a tame [[animal]].
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* Disorderly Conduct - attacking another dwarf while throwing a [[tantrum]].
 
* Building destruction - destroying a [[building]] during a [[tantrum]].
 
* Building destruction - destroying a [[building]] during a [[tantrum]].
* Disorderly conduct - brawling while throwing a [[tantrum]].
 
* Violation of work order - a dwarf is punished if you ignore a [[noble]]'s [[mandate]].
 
 
* Vandalism - toppling [[furniture]] or [[door]]s during a [[tantrum]].
 
* Vandalism - toppling [[furniture]] or [[door]]s during a [[tantrum]].
* Murder - killing a fellow dwarf or a tame [[animal]].
 
  
 
=== Punishment ===
 
=== Punishment ===
* X days imprisonment - the sheriff or fortress guard haul the dwarf off to a [[restraint]] to serve a jail sentence
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Note, that if the criminal is wounded at the time of the sentence is issued, the punishment will be delayed, until he is healthy again.
* Beating - the sheriff or fortress guard attack the dwarf unarmed for a short time - this punishment is used instead of imprisonment if the jail is full
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* Beating - the sheriff or fortress guard punches the dwarf (unarmed) 10 times.
* Hammering - the [[Hammerer]] beats the dwarf with a [[war hammer]], causing death or serious injury
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* X days imprisonment - the sheriff or fortress guard haul the dwarf off to a [[jail]] to serve his sentence. If you have no jails, the punishment is downgraded to a Beating.
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* X Hammerstrikes - the [[Hammerer]] beats the dwarf with a [[war hammer]], resulting in serious injury or death. If you have no justice chains (cages will not work), the punishment is downgraded to a Beating.
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Downgraded punishments give the criminal a happy thought ("glad to have punishment reduced recently") and the injured party an unhappy thought ("upset that a criminal could not be properly punished").
  
=== Psychology ===
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=== [[thought|Psychology]] ===
 
Crime and justice affects dwarven psychology by generating [[Thought]]s.
 
Crime and justice affects dwarven psychology by generating [[Thought]]s.
* A dwarf who smashes property during a [[tantrum]] will receive a happy thought, in fact, this is a contributor to why he eventually becomes happy enough to stop tantrumming.
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* A dwarf who smashes property during a [[tantrum]] will receive a happy thought. This is a major factor in how a dwarf becomes happy enough to stop tantrumming.
 
* A dwarf who commits a crime, particularly violates a work order, will receive a happy thought if there are not enough jail items to imprison him.
 
* A dwarf who commits a crime, particularly violates a work order, will receive a happy thought if there are not enough jail items to imprison him.
 
* A noble who makes a [[mandate]] will get a happy thought if it is completed, or an unhappy thought if the worker goes free due to insufficient jail items.
 
* A noble who makes a [[mandate]] will get a happy thought if it is completed, or an unhappy thought if the worker goes free due to insufficient jail items.
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* A dwarf receives an incredibly happy thought upon being released from prison ("is happy to be free"), usually enough to make them ecstatic no matter how many negative thoughts they have accumulated.
  
[[Category:Dwarves]]
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{{Category|Dwarves}}

Revision as of 18:58, 12 September 2012

This article is about an older version of DF.

Justice is dealt by your Sheriff (later Captain of the guard) or the Hammerer.

Only metal cages and restraint can be set to be used for justice, as jails. Your police force (be it the Sheriff or the Captain and his staff) will use them to contain criminals.

The current number of cages/restraints suggested is indicated on the z Status menu, under the Justice tab. That number is one-tenth (10%) the current population, rounded down. Not meeting this number is supposed to give unhappy thoughts to the Sheriff (or Captain of the Guard), but due to a bug it does not.

Crimes

  • Violation of Production Order - failing to produce items mandated by a noble.
  • Violation of Export Prohibition - selling items to a caravan which a noble forbade exporting.
  • Violation of Job Order - failing to complete guild jobs mandated by the mayor.
  • Conspiracy to Slow Labor - unknown
  • Murder - killing a fellow dwarf or a tame animal.
  • Disorderly Conduct - attacking another dwarf while throwing a tantrum.
  • Building destruction - destroying a building during a tantrum.
  • Vandalism - toppling furniture or doors during a tantrum.

Punishment

Note, that if the criminal is wounded at the time of the sentence is issued, the punishment will be delayed, until he is healthy again.

  • Beating - the sheriff or fortress guard punches the dwarf (unarmed) 10 times.
  • X days imprisonment - the sheriff or fortress guard haul the dwarf off to a jail to serve his sentence. If you have no jails, the punishment is downgraded to a Beating.
  • X Hammerstrikes - the Hammerer beats the dwarf with a war hammer, resulting in serious injury or death. If you have no justice chains (cages will not work), the punishment is downgraded to a Beating.

Downgraded punishments give the criminal a happy thought ("glad to have punishment reduced recently") and the injured party an unhappy thought ("upset that a criminal could not be properly punished").

Psychology

Crime and justice affects dwarven psychology by generating Thoughts.

  • A dwarf who smashes property during a tantrum will receive a happy thought. This is a major factor in how a dwarf becomes happy enough to stop tantrumming.
  • A dwarf who commits a crime, particularly violates a work order, will receive a happy thought if there are not enough jail items to imprison him.
  • A noble who makes a mandate will get a happy thought if it is completed, or an unhappy thought if the worker goes free due to insufficient jail items.
  • A dwarf receives an incredibly happy thought upon being released from prison ("is happy to be free"), usually enough to make them ecstatic no matter how many negative thoughts they have accumulated.