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Author Topic: Clearing Crimes  (Read 1420 times)

weenog

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Re: Clearing Crimes
« Reply #15 on: May 20, 2013, 01:58:28 am »

Because most nobles are good-for-nothing parasites, and even the ones that do serve a useful function may not be serving a function that everyone uses.  Besides, unless you've modded the elven diplomat back in, it's hard to get your fix of slaughtering whiny demanding scumbags just for being whiny and demanding, in any other way.

I don't ever kill the Mayor, though.  Sometimes he or she is the only thing standing between my fortress and self-destruction.
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Aussiemon

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Re: Clearing Crimes
« Reply #16 on: May 20, 2013, 02:59:46 am »

I never kill nobles, i just put those puny dwarves in jail for justice. I dont kill nobles cause i give baron, count, duke etc. to useful dwarves for achievements. Why kill the poor nobles?

Personally, I like having totalitarian fortresses where the oligarchs have huge amounts of control.

However, I can definitely see the appeal in giving the obese, lazy Dwarves a little bit of Fun.
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ORCACommander

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Re: Clearing Crimes
« Reply #17 on: May 20, 2013, 11:23:05 am »

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Button

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Re: Clearing Crimes
« Reply #18 on: May 20, 2013, 01:53:03 pm »

In future: choose your baron based on their preferences. No item preferences = no mandates.

Try to avoid dwarves with metal or glass preferences, too: these are sticklers about the material composition of their demands. (Wood and stone preferences seem to be given a pass because you can't designate what kind of wood/stone is used at the mason's/carpenter's workshop).

A dwarf with no item preferences, no metal preferences, and no glass preferences should give you no mandates or demands at all.

In a pinch, preferences for items you're going to use a lot of/not trade away are also OK, e.g. slabs or coffins.

And for the love of Armok, never elevate a noble with a preference for adamantine, or a metal you don't have at your site. That's just asking for trouble.
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slothen

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Re: Clearing Crimes
« Reply #19 on: May 20, 2013, 02:45:41 pm »

Because most nobles are good-for-nothing parasites, and even the ones that do serve a useful function may not be serving a function that everyone uses.

I don't ever kill the Mayor, though.  Sometimes he or she is the only thing standing between my fortress and self-destruction.

My nobles always seem to do work.  At least my countess does.

And yeah, a mayor with high skills in consoler/pacifier can do some amazing things.  Like, from 0 happiness to suddenly content.
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wierd

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Re: Clearing Crimes
« Reply #20 on: May 20, 2013, 03:53:45 pm »

I had a baron who was positively bonkers for armorstands.

As punishment, I decided to put every armor stand he mandated construction of in his quarters.


I finally had to remove him from office using the ancient rite of baptism by fire.

Picking a noble that likes what you intend to export is dangerous, because, as the image clearly shows, they are perniciously persistent on keeping them an export forbidden item. This can totally ruin any trade plans you have made, and can have you drowning in goods you don't need, but still can't sell.

In my case, armorstands.
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Brilliand

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Re: Clearing Crimes
« Reply #21 on: May 20, 2013, 04:05:34 pm »

My baron likes goblets.  Pretty easy to make, but as they're normally my primary trade good (until my cooks start churning out meals, but even then, it's a case of grabbing a few lavish meals when I run out of goblets every season rather than actually intending to trade anything besides goblets), I kinda had a backlog when the first mandate came around.  Then I tried to unload them the next time there was a gap between mandates...

My mayors so far have mostly given me export bans on weapons and shields, plus a couple of production mandates for padded boots.  Nothing annoying as yet.
« Last Edit: May 20, 2013, 04:41:05 pm by Brilliand »
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