![]() All the negatives for criminals were accounted for except for one all the unhappy faces that float up were for something else (poo, rats, taxes). I also encountered an invisible criminal: a tanner turned to crime but I couldnt find her. It could also be when you are changing things that alter the pathways and/or parts of the CJ. Something gets them mixed up that they dont know what to do and I could not unstick them. Later, I reloaded to play out the mission and right off, the guard went to the Jousts.Ĭ) Criminals DO hit the Granary even with extra or double rations.ĭ) The 'stuck' criminals are just stuck. I built 6 or so guards and none took off in the course of 5 or so Tournys unlike Falconers and Gong Farmers. I was checking some of my suppositions and found this:Ī) Guards DO only recognize criminals when they are walking AND have their booty bag on.ī) Peasants CAN turn to crime while Jousts are going on, but guards only rarely seem to call in sick and go to the tourny. Here is the original thread on which much of this is based: Hope this helps.that old thread is a good read though! I am sure this is unintentional, but there it is. But if you have offsets for the -3 popularity hit, you dont necessarily need a CH, punishments or guard posts once a plateau is hit. Possibly, if you turn off rations for a bit they might start moving again.Ĭ) Once those three were on the loose, no new ones were created! The number may be higher for a larger population size or if the mission script calls for a higher crime rate. This led to the concentration camp idea - the wheat or apple farmer would go back to the farm and stand in the field looking shifty, so I needed to nab them before that. 1 or 2 were stuck like this early in the game when it hurt badly needed production. If they are just standing there, guards dont seem to see them.ī) I *think* maybe they were not hitting the granary because rations were set to double. Like you, I surrounded them with Guard Posts facing them but they were never nabbed.Ī) Criminals can only be recognized when they are walking. I could delete the wheat farm or whatever to get it back working but there were 3 criminals standing here and there looking shifty. I rearranged that section of the castle and for a time the CJ system (criminal justice) was down while I moved walls and stuff.Ĭriminals that slipped out of the camp were NEVER caught. I was on a freeroll with unlimited food, stone, gold and honor so I was tweaking the castle. Later in the mission, you have all the time in the world to build as large an army as you wish. To be sure, I added another post by the granary in case the main guard slipped off to the Jousts. Later, I added jousting (next to the camp) and it SEEMED like no one would turn to crime while a tourny was going on. There was a steady flow thru it the whole time with lots of honor flowing from it. This would mean 2 or 3 workshops would ALWAYS be down and I didn't want that, so the second punishment was capital. To have 2 (or 3) non capital punishments, it would be easy for the guard to catch a third before the first criminal was rehabbed. This was so effective, I made the closest (primary) punishment the Humiliation Mask for the honor bonus, with the second one the Burning post for the honor from a slow death. No matter where the criminal was coming from, the guard could be back at his post before the criminal could get home. I found this to be VERY effective with the CH right next door, so much so that I could manage 72+ peasants with ONE guard house. The walls were to make sure the criminal would have to pass by the guard. This made it look a lot like a concentration camp, LOL. I put all the hovels together and surrounded them with a wall so that criminals would have to pass by the guard post at the opening. M11 is a lot like M6: big castle estate with vigorous enemy next door. In Mission 11, I stumbled onto a few things I wished I'd thoughht of sooner. So the best place to catch them is at the granary. Then they start their sneaky-walk to the granary. One of the things it mentions is that when a peasant turns to crime, they walk off the job, go to their hovel to get a bag for their booty. There is a GREAT analysis of the whole crime and punishment system here somewhere dated about 2006, which is very informative. There ARE some strange things with criminals in some missions. I only recently got the game too and finished the POW last week.
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