Dwarf Fortress > DF Modding
Do the SHUN and EXILE ethics tokens work?
vjmdhzgr:
I realized looking at a future of the fortress question that exile is a potential punishment for crimes in Dwarf Fortress. Dwarves by default don't have either shun or exile, but I was wondering if they work when modded in, it seems like something Toady would add. There's also a few other tokens like the justified if whatever reason, the misguided, apalling and reprimand, the required, and unthinkable tokens are all not in dwarven ethics, or are only used in crimes that dwarves can't even commit. So before going through the difficult process of experimenting with this myself, I thought I should ask if anybody else has had experience with nonstandard punishment tokens, whether it was specifically tested or just played as a modded civilization that used them.
Results so far:
Changing the KILL_PLANT, KILL_ANIMAL, and KILL_NEUTRAL tokens to PUNISH_CAPITAL will not cause them to be recognized as crimes.
Eldin00:
I don't know the answer to the question of what (if any) effect the SHUN or EXILE ethic values have in fortress mode, but I'm also interested in the answer to that question, and would be willing to assist in testing if it comes to that.
Deon:
I have an assumption that most of ETHICS work only in Worldgen and are separated from the fort mode justice, however this page hints at a possibility that they are connected, so some tests would be nice: http://dwarffortresswiki.org/index.php/DF2014:Ethic
vjmdhzgr:
Alright, so I'll make a plan for this and if anybody wants to help then they can. I believe the potential crimes a dwarf can commit in a fortress in vanilla are under the tokens: KILL_ENTITY_MEMBER, OATH_BREAKING, VANDALISM, and ASSAULT. Also worth investigating is whether the other KILL_SOMETHING tokens can be recognized as crimes in fortress mode. Assuming just those four however oath breaking is the easiest to reliably get to happen, as all the others are caused by tantrumming dwarves which are unreliable. The problem however is that oath breaking requires a noble to make mandates, which can take some time to get. However, even if it was sped up, we'd also need a justice system in place to properly observe the effects of the crimes, which would also take some time to set up. So it seems like each test is probably going to have to take a few in game years.
So the first thing needed is to investigate the other KILL_SOMETHING ethics tokens to see if they work in-game as ways to get dwarves to commit crimes. After that testing of these ethics tokens should be done: PERSONAL_MATTER, JUSTIFIED_IF_NO_REPURCUSSIONS, JUSTIFIED_IF_GOOD_REASON, JUSTIFIED_IF_EXTREME_REASON, JUSTIFIED_IF_SELF_DEFENSE, MISGUIDED, SHUN, APALLING, PUNISH_REPRIMAND, PUNISH_EXILE, UNTHINKABLE, and REQUIRED. The different justified ones and required will probably be the most difficult to fully test as it'll be difficult to tell what kind of situations might cause no repurcussions or might provide an extreme reason, and what would be seen as not doing something that's required.
Dirst:
[ETHIC:OATH_BREAKING:REQUIRED] is going to be interesting. It could be a self-contained loyalty cascade.
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