Let's start off by congratulating the new release and the stuff it brings up for those who want to fault their wealth and artifacts. Here I was, building a fort an army for big sieges and battles, yet the real enemy was enemies unseen. The cloak and dagger, the greedy and the nimble. My Poor captain of guard is so overworked from interrogating everyone suspciious mostly due so many attempted and succesful thefts on artifacts I so dwarvenly choose to flaunt.
It was exciting, new.. But after umpteenth time it was getting a little tedious. You'd think designed head of guards would do some of law work without full Overseer input.. So. With the rambling aside. I'ma present my ideas. I did some search fu, stared at the development chart and I'm not sure if my suggestions fall under the already suggested or already planned.
Checkpoints, Security and passive snooping.
Captain of guard is a position of leadership and of guards. Now, what do guards do? Guard. That's more than trainning, standing around or patroling. Definitely need more ways to combat the thievery and the intrigue
Checkpoints/tolls
-Probably best implimented as a part of "standing guard", Ex. Defend burrows or point schedules. Perhaps even requiring own menu or just a toggleable thing. But any who, soldiers on duty would be doing some frisking and questioning. Especially if there's unsolved case of theft recorded. Naturally, this wouldn't 100% foolproof plan as a crafty thief or guest with sinister motives could slip by check and questioning. Heck, they could even try to avoid checkpoints altogether. Creatures can now climb after all!
-BONUS, when Dwarven Economy comes back you can tell your soldiers to charge an entrance fee to your stake of land.
Restricted areas
-What I also noticed that despite a guild hall being restricted to citizens/long term residents only, not only thieves will flock to the hall but innocents too, especially if something worth to steal is there, sometimes they just flock there even if there is nothing.. Not even a chair or an engraving. Meanwhile, civilian and soldier dorfs just ignore this blatant trespassing. So, visitors really need to generate a task to "be moved away" in such situations.
-Or alternatively, make doors locked for visitors. That should stop at careless touristing at least
Eavesdropping/Visitorspying/Intelligence gathering/Passive evidence gathering
-Probably going to be what dungeon master is gonna be all about, but why not let captain of guard be part of solution too. Perhaps even go full on detective where his observation skills, analytic sense and many other attributes and skills will be put on the test. Could even generate "investigation report" to give a brief summary what the Captain or/and dungeon master was doing before reaching success or failure. At best, this automated investigations would drop extra hints on who to mark for interrogations, even uncover leads to plots and groups.
-Could be just a noble Setting similar to book keeper where you can check the frequency of snooping. Some might want to keep their Captain and/or dungeon master more focused on other duties than questioning people.
More interrogators.
-Sheesh, Captain McDorf WILL get pretty overworked if you want to keep your fort open for visitors and want to showcase your wealth and legendary items. Why not more roles or alternatively, let Captain of the Guard's squad do the stern talking too.
Recover Quests.
-Yes, they are in the game, but looks like you need to be aware where the artifacts are. Sometimes you will never learn where your artifact grade pig tail sock went to. That's why you oughta be able to send brave soldiers to destinationless quests.. Or at least set a starting destination where they will start their quest to locate and recover a lost artifact.