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40d:Justice

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Revision as of 03:28, 19 January 2010 by Iban (talk | contribs) (Reworded some stuff.)
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Justice is dealt by your Sheriff (later Captain of the guard) or the Hammerer.

Only metal cages and restraint 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

  • 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

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.

  • X days imprisonment - the sheriff or fortress guard haul the dwarf off to a jail to serve his sentence
  • Beating - the sheriff or fortress guard attack the dwarf unarmed for a short time
  • 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. 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.