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Author Topic: Fortress Guard requirements  (Read 1592 times)

c4rb0nd8r

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Fortress Guard requirements
« on: October 25, 2010, 09:34:43 am »

I couldn't find anything on search and wiki page is nonexistent, but is there still a requirement for a fortress guard?

I seem to remember it being 1/10 of your population in 40d, but it was also included in your Justice panel. I don't see it there anymore, only the jail cell requirement.

If it is still 1/10th, I assume the Mayor still is not happy if its not met?
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jei

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Re: Fortress Guard requirements
« Reply #1 on: October 25, 2010, 09:45:26 am »

I couldn't find anything on search and wiki page is nonexistent, but is there still a requirement for a fortress guard?

I seem to remember it being 1/10 of your population in 40d, but it was also included in your Justice panel. I don't see it there anymore, only the jail cell requirement.

If it is still 1/10th, I assume the Mayor still is not happy if its not met?

I don't know if it's really a requirement, but my Mayor took it upon himself to kill the criminals when no sheriff was available for a few years and the criminals just kept piling up.
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synkell

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Re: Fortress Guard requirements
« Reply #2 on: October 25, 2010, 11:44:12 am »

I think you will have to go over the pop count of 80 or something.
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darkflagrance

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Re: Fortress Guard requirements
« Reply #3 on: October 25, 2010, 02:15:02 pm »

There are no more min fortress guard requirements.
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synkell

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Re: Fortress Guard requirements
« Reply #4 on: October 26, 2010, 06:09:20 am »

Opps my bad. Sry for the misinfo
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Malibu Stacey

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Re: Fortress Guard requirements
« Reply #5 on: October 26, 2010, 06:59:06 am »

Sheriff/Captain of the Guard are responsible for dwarven justice in 0.31.xx. The Captain of the Guard can have a normal militia squad with as many or as few dwarves as you like. Once you get more than 50 dwarves the Sheriff position is upgraded automatically to Captain of the Guard.

If you don't appoint one, you can ignore mandates as no one will get punished since there's no one to give out beatings or lock people into jail. I think nobles get unhappy thoughts if people aren't punished for not fulfilling their mandates though so you may get berserk mayors, baron/count/duke, etc.
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Halnoth

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Re: Fortress Guard requirements
« Reply #6 on: October 26, 2010, 07:05:45 am »

Sheriff/Captain of the Guard are responsible for dwarven justice in 0.31.xx. The Captain of the Guard can have a normal militia squad with as many or as few dwarves as you like. Once you get more than 50 dwarves the Sheriff position is upgraded automatically to Captain of the Guard.

If you don't appoint one, you can ignore mandates as no one will get punished since there's no one to give out beatings or lock people into jail. I think nobles get unhappy thoughts if people aren't punished for not fulfilling their mandates though so you may get berserk mayors, baron/count/duke, etc.

Right but with one correction. The squad assigned to the Captain of the Guard is not a normal militia squad. Each one is an officer. This is easily provable just look through your justice list and look at the officer assigned, it won't always be your CoG as it can be anyone from his squad.
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jawn

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Re: Fortress Guard requirements
« Reply #7 on: October 30, 2010, 01:14:25 am »

um... not quite sure I understand this. Do I have to tell the fortress guard squad what to do? It's got schedule, etc, just like every other militia squad. Do I just leave it to active/train or even inactive so they do their own patrol/justice stuff?

How do I rename the squads btw?
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Uzu Bash

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Re: Fortress Guard requirements
« Reply #8 on: October 30, 2010, 01:21:32 am »

They'll do their justice job no matter what orders they're on, or none at all. You could keep them training, or treat them like regular civilians.
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jawn

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Re: Fortress Guard requirements
« Reply #9 on: October 30, 2010, 01:28:11 am »

good.. thanks.

what about renaming the squad? atm it's sort of stuck amongst all the other normal squads (aside from when inside the military screen where it's at the top).
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