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Editing Justice

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[[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 [[visitor]]s; for example, dwarves disobeying their betters, breaking furniture, starting fights, etc.  
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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.  
  
 
== Screen ==
 
== Screen ==
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=== Closed cases tab ===
 
=== 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}}
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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 ===
 
=== Cold cases tab ===
The Cold cases tab is the same as the open cases tab, but only includes cases older than one year.
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The Cold cases Tab is the same as the Open cases tab, but only includes cases older than one year.
  
 
=== Fortress guard tab ===
 
=== Fortress guard tab ===
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* '''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]].
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* '''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]].
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* '''Theft''' - a dwarf stole an [[artifact]]
* '''Vandalism''' - toppling [[furniture]] during a [[tantrum]].
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* '''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]]).
* '''Theft''' - a dwarf stole an [[artifact]].
 
 
* '''Robbery''' - exact deed is unknown
 
* '''Robbery''' - exact deed is unknown
* '''Blood-drinking''' - being caught sucking blood out of another dwarf. not in use
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* '''Treason''' - exact deed is unknown
* '''Embezzlement''' - exact deed is unknown
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* '''Blood-drinking''' - exact deed is unknown
* '''Attempted murder''' - exact deed is unknown
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* '''Attempted theft''' - exact deed is unknown
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* '''Attempted''' murder - exact deed is unknown
 
* '''Kidnapping''' - exact deed is unknown
 
* '''Kidnapping''' - exact deed is unknown
* '''Attempted kidnapping''' - exact deed is unknown
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* '''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]]).
 
 
* '''Bribery''' - exact deed is unknown
 
* '''Bribery''' - exact deed is unknown
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* '''Embezzlement''' - 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.  
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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.
  
"Violating an export ban" happens when a banned item is sold to a merchant and a merchant leaves the map with it.  In this case, the criminal is NOT the trader who authorized the sale, but the hapless hauler who brought the good to the trade depot.  It can happen when a noble decides to ban an export '''after''' you've already traded away a relevant item.  Yeah, that's lame, but one way to mitigate it is to not perform trades unless there is an active mandate, and then obey it.  You'll have a lower risk of the noble making a NEW mandate between the time that the merchants arrive and depart if one is already in place.  If you've sold an item that subsequently becomes banned, but the merchants haven't left yet, you can also eat your pride and pay to buy it back.
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"Violating an export ban" happens when a banned item is sold to a merchant and a merchant leaves the map with it.  In this case, the criminal is NOT the trader who authorized the sale, but the hapless hauler who brought the good to the trade depot.  It can happens when a noble decides to ban an export '''after''' you've already traded away a relevant item.  Yeah, that's lame, but one way to mitigate it is to not perform trades unless there is an active mandate, and then obey it.  You'll have a lower risk of the noble making a NEW mandate between the time merchants arrive and depart if one is already in place.  If you've sold an item that subsequently becomes banned, but the merchants haven't left yet, you can also eat your pride and pay to buy it back.
  
 
If your dwarves start throwing [[tantrum]]s, then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess - instead of punches, sometimes, they may use the weapons they're carrying.  Suddenly, keeping those axe lords happy seems a bit more high priority, eh?
 
If your dwarves start throwing [[tantrum]]s, then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess - instead of punches, sometimes, they may use the weapons they're carrying.  Suddenly, keeping those axe lords happy seems a bit more high priority, eh?
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==Interrogation==
 
==Interrogation==
[[File:Investigation.png|thumb|Crime investigation at work.  Do note that you might not be able to interview the deceased.]]
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[[File:Investigation.png|thumb|Crime investigation at work.  Do note that you might not be able to interview the Deceased.]]
 
[[File:Courtroom.png|thumb|A typical (not really) dwarven court.]]
 
[[File:Courtroom.png|thumb|A typical (not really) dwarven court.]]
  
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==Punishments==
 
==Punishments==
Dwarves who misbehave can receive punishments if a [[sheriff]] has been assigned.  
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Dwarves who misbehave can receive punishments if a [[sheriff]] has been assigned. In increasing order of severity (at least that's what the dwarves think):
 
 
In increasing order of severity (at least, that's what the dwarves think):
 
 
# Beating by a [[fortress guard]] (more dangerous than it sounds, see below)
 
# Beating by a [[fortress guard]] (more dangerous than it sounds, see below)
 
# Imprisonment for a period of time.
 
# Imprisonment for a period of time.
 
# 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).
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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).
  
Note that it is usually not a good idea to train your guards to physical perfection, if you want your dwarves to survive beatings:
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Note that it is usually not a good idea to train your guards to physical perfection if you want your dwarves to survive beatings:
 
Punches to the head have a very high fatality rate, possibly due to a bug {{bug|2907}}. Therefore it is wise to ensure that any criminals scheduled for beating are fitted with a metal helm as quickly as possible (if you want them to live). Even without headstrikes, beatings can easily result in broken bones or organ damage, making prison sentences a less risky option.
 
Punches to the head have a very high fatality rate, possibly due to a bug {{bug|2907}}. Therefore it is wise to ensure that any criminals scheduled for beating are fitted with a metal helm as quickly as possible (if you want them to live). Even without headstrikes, beatings can easily result in broken bones or organ damage, making prison sentences a less risky option.
  
 
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.
  
If the criminal is a [[visitor]], it is entirely possible for them to run away from your fortress before punishment is delivered.
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The level of punishment is determined by the civilisation's [[Ethics]].
 
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PUNISH_SERIOUS will result in either a beating or a month in prison
The level of punishment is determined by the civilisation's [[ethics]].
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PUNISH_CAPITAL will result in either 8 months in prison or 50 hammerstrikes
* 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.
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<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:
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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:
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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==
A dwarf or other creature that is carelessly tied up in a dank dungeon is subject to several unhappy thoughts. Most can be avoided or offset with some care:
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A dwarf that is carelessly tied up in a dank dungeon is subject to several unhappy thoughts. Most can be avoided or offset with some care:
  
 
Putting food and booze stockpiles right next to the chain allows for happy thoughts from both instead of having to drink water when (if) someone finally brings some. Don't forget that all civilized dwarves like using a mug/goblet.  
 
Putting food and booze stockpiles right next to the chain allows for happy thoughts from both instead of having to drink water when (if) someone finally brings some. Don't forget that all civilized dwarves like using a mug/goblet.  
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==Backlog==
 
==Backlog==
Dwarven justice has no statute of limitations, so if you've delayed appointing the "executive" nobility 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.
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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==
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In the Dwarven justice system, the Dwarves are oppressed by two separate yet equally obstinate nobles: the sheriff, who investigates crimes, and the hammerer, who beats the living %#(* out of the offenders.  These are their stories.
 
In the Dwarven justice system, the Dwarves are oppressed by two separate yet equally obstinate nobles: the sheriff, who investigates crimes, and the hammerer, who beats the living %#(* out of the offenders.  These are their stories.
  
"Thank the [[deity|gods]] I only got assigned a long-term jail time followed by a hammering. My partner in crime was assigned to a guard beating, poor bastard's head got pulped after one punch." -Urist Mc. Murderhobo.
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"Thank god I only got assigned a long-term jail time followed by a hammering. My partner in crime was assigned to a guard beating, poor bastard's head got pulped after one punch." -Urist Mc. Murderhobo.
  
 
{{Translation| dwarven = imketh | elvish = leÿa | goblin = aka | human = takru}}
 
{{Translation| dwarven = imketh | elvish = leÿa | goblin = aka | human = takru}}

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