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v0.34:Justice

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Revision as of 22:49, 18 February 2012 by QuietBot (talk | contribs) (Importing content from v0.31 (286/614))
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This article is about an older version of DF.

Justice is available in the game once a Sheriff or Captain of the Guard has been appointed through the nobles screen, and is used to deal with dwarves violating mandates, breaking furniture, starting fights, etc. The dwarven justice screen shows details of crimes and punishments, and is available through the z-status screen.

Crimes

  • 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 (currently does not happen).
  • 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.

The most common crime in a well-managed fortress is "violating an export ban", which happens when the dwarf carelessly carried a banned item to the trade depot and a merchant left the map with it. It often happens when a noble decides to ban an export after you've traded away a relevant item.

Less well-managed fortresses might see dwarves throwing tantrums. 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. Often instead of punches, they'll use the weapons they're carrying.

Punishments

Dwarves who misbehave can receive punishments if a sheriff has been assigned. In increasing order of severity:

  1. Imprisonment for a period of time.
  2. Beating by a fortress guard.
  3. Hammering by the Hammerer. (Does not exist in version 0.31 without modifying the raws)

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 fit the prisoner to a restraint; however, if no restraints are available, the guard will upgrade the punishment to a beating. Beatings or incarceration will give a dwarf an unhappy thought. Note that it is usually not a good idea to train this squad to physical perfection and equip them with steel blades if you want your dwarves to survive the beating. Wooden crossbows (especially those made of feather wood) make an easily accessible and excellent choice, as this will not reduce the effectiveness of the Fortress Guard in actual combat. The Guard will fire bolts at enemies, but will use the crossbows as clubs for Justice beatings.

Cages and Chains

Metal cages, metal chains, and ropes can be built and designated as jails (query -> make a room -> use for justice), where dwarves can be imprisoned for a time as part of their punishment. Depending on how strong the imprisoned dwarf is, it may be possible for them to escape from their incarceration. It is recommended that there be food and booze stockpiles next to the chain. Decorating your jail with numerous valuable decorations is recommended to combat the negative thoughts of imprisonment. Ensure there is a bed and a table next to a chair all within a square of the chain itself.