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.
Difference between revisions of "40d:Justice"
Jump to navigation
Jump to search
(no negative effects of not meeting justice cage demand) |
(Added psychology section, with links and information from Thoughts page.) |
||
Line 16: | Line 16: | ||
* 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 | * 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 | ||
* Hammering - the [[Hammerer]] beats the dwarf with a war hammer, causing death or serious injury | * Hammering - the [[Hammerer]] beats the dwarf with a war hammer, causing death or serious injury | ||
+ | |||
+ | === Psychology === | ||
+ | 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. | ||
+ | * 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. |
Revision as of 02:29, 25 March 2008
Justice is dealt by your Sheriff (later Captain of the guard) or the Hammerer.
Only metal cages can, and only metal restraints should be set to be used for justice, as jails. Your sheriff will use them to cage 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].
Crimes
- 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 doors during a tantrum.
- Murder - killing a fellow dwarf or a tame animal.
Punishment
- X days imprisonment - the sheriff or fortress guard haul the dwarf off to a restraint to serve a jail sentence
- 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
- Hammering - the Hammerer beats the dwarf with a war hammer, causing death or serious injury
Psychology
Crime and justice affects dwarven psychology by generating Thoughts.
- 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.
- 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.