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Captain of the guard

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Revision as of 23:31, 22 December 2014 by LethosorBot (talk | contribs) (Removing {{migrated article}})
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This article is about the current version of DF.
Note that some content may still need to be updated.

Captain of the Guard
Room requirements  
Office Office
Quarters Quarters
Dining room Dining Room
Tomb None
Furniture requirements
Chests 1
Cabinets 1
Weapon racks 1
Armor stands 1
Other
Mandates None
Demands None
Arrival conditions
None
Function
None

Once you have reached 50 population and elected a mayor, the position of captain of the guard will appear. The captain is basically a fancy appointed noble sheriff with a military squad and basic rooming requirements attached. If you have a sheriff, he will be promoted to the captain of the guard as soon as the position is available. If you have managed without, the position will be vacant and you can assign a dwarf to the task.

The captain of the guard leads the fortress guard, which, alongside its regular military duties, aids in the enforcement of justice by capturing criminals and delivering beatings. As such the captain of the guard functions as both a sheriff and a militia captain. Once your fortress has reached a middling population, be prepared to dig out and furnish rooms for your middling captain. See fortress guard for why you might want your guardsman to be the opposite of a man of justice.

When you appoint a dwarf as the captain of the guard he or she automatically becomes the leader of the first squadon in the list of squadrons. The reverse is also true, whomever you appoint as the leader of the first squad becomes captain of the guard.

Appointed
Military Ranks
Elected
Aristocrats
BaronCountDukeMonarch
Other
Unused
Elven