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DF Gameplay Questions / Justice, Organizations, Plots, Corruption, and Intrigue
« on: December 30, 2022, 04:07:33 pm »
I am a fairly new player, and I still mostly explore the early to mid game without delving too deep into the late game. I get a nice military together, a nice tavern, a library, and at least a couple temples. I use a basic drawbridge to seal myself away from large threats unless I have the dwarves necessary to deal with it head on.
Anyway, I have recently started paying more attention to the justice tab. It has been my experience that the justice tab will essentially stay empty for the first few years of a fort, and then all of a sudden there are a few thefts or attempts. Interrogate a few visitors and dwarves and it doesn't take long for a pretty serious explosion of uncovered plots, aliases, and confused foreigners.
A recent fort that I have been lovingly caring for has a particularly impressive group of criminal organizations who have taken an interest in my artifacts. In the past, I have simply convicted any potential criminals, but this time I decided that I would interrogate the criminals first - and it led to a TON of plots being uncovered.
Thieves, agents, and bosses (some identified, many not) quickly filled my counterintelligence tab. I began making it a habit to question all visitors about their involvement of every unsolved crime and implication in my cold cases tab. This would then lead to even more organizations being uncovered with their own plots.
Most organizations seem to involve only three people. A 'thief,' A 'member,' and a 'boss,' who will often also share a name with the organization itself.
While a few only included a thief and a boss, there was one organization which included TWO thieves, a member, and a boss. In total, there were probably about 9 organizations that had plots relating to my fort (at least the ones that I found).
One notable criminal was an elven boss (or maybe a member) who was involved in a 165 year long coup attempt of my dwarven government, several theft plots, at least one assassination plot, a coup attempt of my site's local government, and (literally) over 100 aliases... Their interrogation report took up the entire screen, then some.
This got me wondering why it seemed that there were SO MANY rather small orgs rather than several larger ones. Is it uncommon for an organization to include more than one member and one boss?
I had a member of the guard corrupted, countless peasants, even some skilled laborers... EVEN THE OUTPOST LIASON ADMITTED TO EMBEZZLING...
Over the span of about 8 years, I would estimate that there were at least 30 plots (not including misconduct), 20 criminals (not including unidentified bosses) and, again, around 9 criminal organizations.
With my most complex org containing one boss and one member (and 2 thieves), I was wondering if anyone had any stories or explanations about how large orgs form, how they are often discovered, and what they get up to in fortress mode.
EDIT: I play legacy. not steam release.
Anyway, I have recently started paying more attention to the justice tab. It has been my experience that the justice tab will essentially stay empty for the first few years of a fort, and then all of a sudden there are a few thefts or attempts. Interrogate a few visitors and dwarves and it doesn't take long for a pretty serious explosion of uncovered plots, aliases, and confused foreigners.
A recent fort that I have been lovingly caring for has a particularly impressive group of criminal organizations who have taken an interest in my artifacts. In the past, I have simply convicted any potential criminals, but this time I decided that I would interrogate the criminals first - and it led to a TON of plots being uncovered.
Thieves, agents, and bosses (some identified, many not) quickly filled my counterintelligence tab. I began making it a habit to question all visitors about their involvement of every unsolved crime and implication in my cold cases tab. This would then lead to even more organizations being uncovered with their own plots.
Most organizations seem to involve only three people. A 'thief,' A 'member,' and a 'boss,' who will often also share a name with the organization itself.
While a few only included a thief and a boss, there was one organization which included TWO thieves, a member, and a boss. In total, there were probably about 9 organizations that had plots relating to my fort (at least the ones that I found).
One notable criminal was an elven boss (or maybe a member) who was involved in a 165 year long coup attempt of my dwarven government, several theft plots, at least one assassination plot, a coup attempt of my site's local government, and (literally) over 100 aliases... Their interrogation report took up the entire screen, then some.
This got me wondering why it seemed that there were SO MANY rather small orgs rather than several larger ones. Is it uncommon for an organization to include more than one member and one boss?
I had a member of the guard corrupted, countless peasants, even some skilled laborers... EVEN THE OUTPOST LIASON ADMITTED TO EMBEZZLING...
Over the span of about 8 years, I would estimate that there were at least 30 plots (not including misconduct), 20 criminals (not including unidentified bosses) and, again, around 9 criminal organizations.
With my most complex org containing one boss and one member (and 2 thieves), I was wondering if anyone had any stories or explanations about how large orgs form, how they are often discovered, and what they get up to in fortress mode.
EDIT: I play legacy. not steam release.