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Difference between revisions of "23a:Justice"

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'''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]].
  

Revision as of 16:22, 26 December 2011

This article is about an older version of DF.

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

Only restraints and metal cages 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 does not cause any negative thoughts or other instabilities, it is merely a rough estimation of what would be required if things get out of control.

Crimes

  • Violation of Mining Order - failing to mine to the yellow line when ordered by the King.
  • 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
  • X Hammerstrikes - the Hammerer beats the dwarf with a war hammer, resulting in serious injury or death

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.