v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Justice

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Exceptional}}
+
{{migrated article}}
{{av}}
+
{{Quality|Unrated}}{{av}}
 
[[File:dwarf_justice.png|thumb|When you forget the Baron's demands for 3 flutes.<br />''Art by MK01'']]
 
[[File:dwarf_justice.png|thumb|When you forget the Baron's demands for 3 flutes.<br />''Art by MK01'']]
  
The '''justice''' system is present to punish criminals. Justice is administered by a [[sheriff]] or [[captain of the guard]], and is used to deal with criminal acts committed in the fortress by citizens or visitors, for example dwarves disobeying their betters, breaking furniture, starting fights, etc.  
+
A '''Justice''' system is present to punish criminals, justice is administered by a [[Sheriff]] or [[captain of the guard]], and is used to deal with criminal acts committed in the fortress by citizens or visitors, for example dwarves disobeying their betters, breaking furniture, starting fights, etc.  
  
== Screen ==
+
The '''Dwarven Justice''' screen shows details of reported crimes, investigation details, punishment options and counter-espionage information, and is available as a tab under the {{k|z}} [[status|status screen]] once you qualify for a Sheriff.
[[File:Opening Justice Menu.png|thumb|Click scales icon or press j on the keyboard.]]
 
To get to the justice screen, click the Justice menu button or press {{k|j}}
 
=== Open cases tab ===
 
The Open cases tab has a list of the open cases on the left from oldest to most recent. On the right, details about the selected case are provided, including the injured party (if applicable), the case status ({{DFtext|Unsolved.|3:1}}), and the witnesses who reported the crime. There are two buttons which allow the player to [[Justice#Interrogation|interrogate]] or [[Justice#Punishments|convict]] a creature.
 
 
 
=== Closed cases tab ===
 
The Closed cases tab, similarly to the Open cases tab, has a list of the closed cases on the left from oldest to most recent, with details on the right. However, there are no buttons, and the case status is described as {{DFtext|Convicted: Urist McDidntMakeFlutes, Craftsdwarf.|5:1}}
 
 
 
=== Cold cases tab ===
 
The Cold cases Tab is the same as the Open cases tab, but only includes cases older than one year.
 
 
 
=== Fortress guard tab ===
 
The Fortress guard tab contains information on the [[fortress guard]] if it exists. At the top is shown the total number of combined [[Cage|cages]] plus [[Restraint|restraints]] in the [[dungeon]] out of the number requested by the fortress guard (approximately one tenth the population). Note that [[Chain|chains]] includes both ropes and chains.
 
 
 
The rest of the tab is a list of members of the fortress guard, including the cases assigned to each member.
 
 
 
=== Convicts tab ===
 
The Convicts tab contains of a list on the left of everybody who has been convicted of a crime. On the right, pending sentence(s) for the selected creature are displayed, along with all the crimes they have ever been convicted of.
 
 
 
=== Intelligence tab ===
 
The Intelligence tab shows information gathered about hostile [[Intrigue|plots]] via [[Justice#Interrogation|interrogation]].
 
  
 
==Crimes==
 
==Crimes==
Line 36: Line 15:
 
* '''Conspiracy to Slow Labor''' - deliberately slowing down the workflow of the fortress by delaying jobs (currently does not happen)
 
* '''Conspiracy to Slow Labor''' - deliberately slowing down the workflow of the fortress by delaying jobs (currently does not happen)
 
* '''Murder''' - killing a fellow dwarf or tame [[animal]]; alternatively, being caught [[vampire|sucking blood]] out of another dwarf.
 
* '''Murder''' - killing a fellow dwarf or tame [[animal]]; alternatively, being caught [[vampire|sucking blood]] out of another dwarf.
* '''Disorderly Conduct''' - attacking another dwarf during a [[tantrum]].
+
* '''Disorderly Conduct''', '''Building destruction''', '''Vandalism''' - attacking another dwarf, destroying a [[building]], or toppling [[furniture]] or [[door]]s during a [[tantrum]].
* '''Building destruction''' -- destroying a [[building]] during a [[tantrum]].
+
* '''Theft''' - a dwarf stole an [[artifact]]
* '''Vandalism''' - toppling [[furniture]] during a [[tantrum]].
 
* '''Theft''' - a dwarf stole an [[artifact]].
 
* '''Robbery''' - exact deed is unknown
 
* '''Blood-drinking''' - exact deed is unknown
 
* '''Embezzlement''' - exact deed is unknown
 
* '''Attempted murder''' - exact deed is unknown
 
* '''Kidnapping''' - exact deed is unknown
 
* '''Attempted kidnapping''' - exact deed is unknown
 
* '''Attempted theft''' - exact deed is unknown
 
* '''Treason''' - exact deed is unknown
 
 
* '''Espionage''' - an [[agent]] infiltrated your fortress as a [[visitor]] as part of a larger plot (for example, to steal an [[artifact]], or to corrupt a [[noble]]).
 
* '''Espionage''' - an [[agent]] infiltrated your fortress as a [[visitor]] as part of a larger plot (for example, to steal an [[artifact]], or to corrupt a [[noble]]).
* '''Bribery''' - exact deed is unknown
 
  
If a [[vampire]] is caught feeding on another dwarf, even if the victim survives, it is still considered a murder. The vampire will typically make a false report, to try to frame another dwarf. Witnesses will also sometimes make false reports to try and frame dwarves they have [[grudge]]s against.  
+
If a [[vampire]] is caught feeding on another dwarf, even if the victim survives, it is still considered a murder. The vampire will typically make a false report, to try to frame another dwarf. Witnesses will also sometimes make false reports to try and frame dwarves they have [[grudge]]s against.  
  
 
In some cases, the player has to convict a criminal or suspect, in others, criminals are convicted without player input. In case of mandate infractions, the player is generally not asked for input, while murderers must be convicted by the player. Practically anybody can be blamed for a murder, including tame animals and long-dead persons. However, the populace will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions.
 
In some cases, the player has to convict a criminal or suspect, in others, criminals are convicted without player input. In case of mandate infractions, the player is generally not asked for input, while murderers must be convicted by the player. Practically anybody can be blamed for a murder, including tame animals and long-dead persons. However, the populace will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions.
Line 62: Line 30:
  
 
==Interrogation==
 
==Interrogation==
[[File:Investigation.png|thumb|Crime investigation at work.  Do note that you might not be able to interview the Deceased.]]
+
Dwarves and friendly visitors can also be interrogated as the suspects of crimes, in which case they are escorted by the Captain of the Guard to their office and questioned. If the interrogation is successful (as determined by the Captain's various social skills, along with the target's) the target will confess what they know, whether that is a crime they themselves have committed or their membership of a particular scheming or other villainous organisation, and possibly the names of other members of said organisations; the results are detailed in a [[report]].
[[File:Courtroom.png|thumb|A typical (not really) dwarven court.]]
 
 
 
Dwarves and friendly visitors can also be interrogated as the suspects of crimes, in which case they are escorted by the Captain of the Guard to their office and questioned. If the interrogation is successful (which is determined by the Captain's various [[Social_skill|social skills]] against the target's) the target will confess what they know, whether that is a crime they themselves have committed or their membership of a particular scheming or other villainous organisation, and possibly the names of other members of said organisations; the results are detailed in a [[report]] and the target is listed in the Actors tab of the justice menu.
 
 
Interrogating an innocent dwarf does not have any negative effects, so if you're unsure of a culprit, you could interrogate the entire fort without any repercussions other than lost work time.
 
Interrogating an innocent dwarf does not have any negative effects, so if you're unsure of a culprit, you could interrogate the entire fort without any repercussions other than lost work time.
  
Line 76: Line 41:
 
# Hammering by the [[Hammerer]].
 
# Hammering by the [[Hammerer]].
  
The punishment for a crime, or series of crimes, will be issued by the [[sheriff]] or by a member of the [[fortress guard]]. If the crime calls for imprisonment, then the guard will try to put the prisoner in [[jail]]; if no jails are available, the guard will "downgrade" the punishment to a beating, giving the criminal an unhappy thought and the injured party (i.e. the dwarf injured by the criminal, if one exists) a happy thought. If the crime calls for hammer strikes, then the Hammerer will attach the prisoner to a restraint before carrying out the sentence; if no justice restraints are available, the punishment will be downgraded to a beating. All punishments will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).
+
The punishment for a crime, or series of crimes, will be issued by the [[sheriff]] or by a member of the [[fortress guard]]. If the crime calls for imprisonment, then the guard will try to put the prisoner in [[jail]]; if no jails are available, the guard will "downgrade" the punishment to a beating, giving the criminal a happy thought and the injured party (i.e. the dwarf injured by the criminal, if one exists) an unhappy thought. If the crime calls for hammer strikes, then the Hammerer will attach the prisoner to a restraint before carrying out the sentence; if no justice restraints are available, the punishment will be downgraded to a beating. All punishments will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).
  
 
Note that it is usually not a good idea to train your guards to physical perfection if you want your dwarves to survive beatings:
 
Note that it is usually not a good idea to train your guards to physical perfection if you want your dwarves to survive beatings:
Line 82: Line 47:
  
 
Punishments are performed sequentially; a criminal who has been sentenced to jail time ''and'' a hammering will not be hammered until the entire jail term has been served.
 
Punishments are performed sequentially; a criminal who has been sentenced to jail time ''and'' a hammering will not be hammered until the entire jail term has been served.
 
The level of punishment is determined by the civilisation's [[Ethics]].
 
PUNISH_SERIOUS will result in either a beating or a month in prison
 
PUNISH_CAPITAL will result in either 8 months in prison or 50 hammerstrikes
 
  
 
==Cages and Chains==
 
==Cages and Chains==
Designate a new Dungeon by going to {{k|z}}ones, select Dungeon, and then highlight the area of your future dungeon/prison.  Once designated, The {{k|j}}ustice > Fortress guard screen will show you how many jail cells are available in the dungeon.
+
<s>Metal cages, metal chains, and ropes can be built and designated as [[jail]]s ({{k|q}}uery -> make a {{k|r}}oom -> use for {{k|j}}ustice), where dwarves can be imprisoned for a time as part of their punishment. A dwarf throwing a tantrum may destroy restraints (even metal ones) and escape, leading to further punishment (for building destruction).</s>
 
 
Jails can be made out of either cages or chains, and each has its own advantages and disadvantages.
 
  
Chains:
+
Designate a new Dungeon by going to {{k|z}}ones, select Dungeon, and then highlight the area of your future dungeon/prison.  Once designated, The {{k|j}}ustice > Fortress guard screen will show you how many metal cages and chains are available in the dungeon.
* Pro - prisoners can still walk to adjacent tiles to eat, drink, sleep, and admire furniture, keeping them happy
 
* Con - prisoners throwing [[tantrum]]s can break their chains and attack anybody nearby (including the haulers refilling their food/drink stockpiles)
 
  
Cages:
+
It is also strongly recommended to use chains, not cages, for imprisonment: dwarves on chains are still free to move one step in any direction, allowing them to keep themselves fed and hydrated when food and booze stockpiles or wells are placed adjacent to the chain. Dwarves in cages are entirely dependent on the assistance of others.
* Pro - unhappy prisoners cannot do any damage to themselves or others
 
* Con - prisoners require other citizens to give them food and water or they will die
 
  
 
==Happiness management==
 
==Happiness management==
Line 107: Line 62:
  
 
==Backlog==
 
==Backlog==
Dwarven Justice has no statute of limitations, so if you've delayed appointing the "executive" nobles for some time, there might be a long list of delinquents and open sentences pending. The law will swiftly proceed to chaining up all delinquents and, once all chains are occupied, beating up any remaining free "criminals". Therefore, beatings are avoided only by constructing restraints first, and possibly way more than recommended.
+
Crimes do not seem to lapse, so if you've delayed appointing the "executive" nobles for some time, there might be a long list of delinquents and open sentences pending. The law will swiftly proceed to chaining up all delinquents and, once all chains are occupied, beating up any remaining free "criminals". Therefore, beatings are avoided only by constructing restraints first, and possibly way more than recommended in the z-screen.
  
 
==Exemption==
 
==Exemption==
Line 118: Line 73:
 
* A [[child]] or a [[baby]]
 
* A [[child]] or a [[baby]]
 
* Non-humanoid (animals are exempt)
 
* Non-humanoid (animals are exempt)
* A local position holder with {{token|PUNISHMENT_EXEMPTION|po}}
+
* A local position holder with {{token|PUNISHMENT_EXEMPTION}}
  
  
Line 129: Line 84:
 
{{Translation| dwarven = imketh | elvish = leÿa | goblin = aka | human = takru}}
 
{{Translation| dwarven = imketh | elvish = leÿa | goblin = aka | human = takru}}
  
{{V50 menus}}
 
{{Category|Interface}}
 
{{Category|Fortress mode}}
 
 
{{Category|Justice}}
 
{{Category|Justice}}
 
[[ru:Justice]]
 
[[ru:Justice]]

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 2 hidden categories: