Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Reworking your fort is usually more important than chasing down criminals. If theft is a recurring issue, put your display artifacts in more visible spots, have a barracks nearby, keep an eye out for spies *before* they steal stuff or corrupt people, etc. (Checking visitors for the Schemer skill is a pretty reliable spy filter, in my experience.)
Some players also deliberately keep a crime unsolved so they can interrogate suspicious people at will, rather than wait for a report. Suspects will apparently admit to crimes even if they're unrelated to the case.
It's a convenient way to use otherwise neglected artifacts, but keep in mind that artifacts can be stolen from pedestals too, and people are more likely to notice they exist (so more visitors might plot to steal them). Certain wild animals like keas will also steal stuff from them, if they manage to get into your fort.
If you keep artifacts in places that are visible to soldiers or random citizens, someone will probably witness the theft and report it, so they're less likely to just vanish. Adding windows or fortifications might help if you're putting them in otherwise isolated rooms. Some people say guard animals help too, but I'm not sure whether they react to thieves. (They'll maul any wild animals that get in, at least.)
PS: To stop theft entirely, you can just seal your artifacts behind walls/etc. It can still add to a room's value if the sealed area is part of it. The only real downside is that people can't get mood boosts by walking over the pedestal.
Focus your interrogations on suspicious visitors. If you see 'criminal' they're 100 percent a suspect. Interrogate anyone who shouldn't be appearing on your fort.
For example, visiting poets are top on my list because I don't have a public tavern. It's even more suspicious if they return every year. Those to me are definitely spies.
I've also seen "poets" armed to the teeth. Interrogate those too just to be on the safe side.
When your captain starts the interrogation, lock the officer door by forbidding it until you get information out of the person. It may take a few tries. Once a visitor is interrogated, they'll immediately try to leave.
Espionage is a death sentence in dwarf society. If your hammerer doesn't finish the job, you can order one of your soldiers to clean it up. Once convicted they're considered enemies. I had one triggering a cage trap after surviving the hammering.