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{{Quality|Superior}}
+
{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}
 
{{av}}
 
{{av}}
{{Modding}}
+
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.
'''Entity tokens''' define entities, or [[civilization]]s, in entity_*.txt files.
 
  
The <code>[OBJECT:ENTITY]</code> [[token]] begins the definition of an entity [[raw file]]. Each new entity definition that follows begins with the <code>[ENTITY:''entity_ID'']</code> token, where ''entity_ID'' is a unique identifier for that entity, and the entity's properties are then specified by the use of further entity tokens; or, tokens can be added to existing entities using <code>[SELECT_ENTITY:''entity_ID'']</code> instead.
 
 
All known entity tokens are listed below.
 
 
__TOC__
 
{{clear}}
 
  
 
== Gameplay ==
 
== Gameplay ==
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|-
 
|-
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}
+
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}
 +
| order
 +
| Allows adventure mode for entities with sites.  Dwarves, elves, and humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.
 +
 
 +
[ADVENTURE_TIER:4]
 +
 
 +
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.
 +
 
 +
|-
 +
| {{text anchor|INDIV_CONTROLLABLE}}
 
|  
 
|  
| Allows adventure mode for entities with sites.
+
| Allows the race to be played as an "outsider" in adventure mode. Not having this specified in one of the entities will cause the adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.
 +
 
 +
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[creature token]] OUTSIDER_CONTROLLABLE.
  
 
|-
 
|-
| {{text anchor|SITE_CONTROLLABLE}}
+
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}
 
|  
 
|  
| Allows fortress mode. If multiple entities have the SITE_CONTROLLABLE token, then at embark the specific civs can be chosen on the civ list screen. At least one civilization must have this token.
+
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then at embark the specific civs can be chosen by + or - on the civ list screen (by pressing TAB), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.
  
 
|-
 
|-
 
| {{text anchor|CREATURE}}
 
| {{text anchor|CREATURE}}
 
| creature
 
| creature
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. It should be noted that civilizations are in general weighted by this token: for example, if you have one entity with three [CREATURE:DWARF] tokens and another separate entity with a single [CREATURE:ELF] token, then you can expect to see three times as many of the former placed as the latter (assuming enough unclaimed [START_BIOME:X] space remains). Note that spawn rates are also limited by unclaimed biome space - if an entity can only spawn in a rarer set of biomes (only LAKE_TROPICAL_SALTWATER for example) then their spawn rate will end up being limited by the remaining unclaimed space in that biome type rather than the number of [CREATURE:X] tokens present in the entity raw.
+
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven.  
 +
 
 
|-
 
|-
 
| {{text anchor|SOURCE_HFID}}
 
| {{text anchor|SOURCE_HFID}}
| integer
+
| integer (or generic token?)
 
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].
 
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].
  
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== Placement ==
 
== Placement ==
 
Entity spawning during world gen is influenced by several factors:
 
* The "[[Advanced world generation#Number of Civilizations|Number of Civilizations]]" world gen setting places a hard limit on the total number of entities spawned.
 
* The "[[Advanced world generation#Playable Civilization Required|Playable Civilization Required]]" world gen setting forces at least one of each [[Entity token#SITE_CONTROLLABLE|SITE_CONTROLLABLE]] entity to spawn (presumably still limited by "Number of Civilizations").
 
* The number of <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens present in an entity modifies its chance of spawning. An entity containing more <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens will spawn more often (assuming other requirements are met) and may even block entities with fewer <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens from spawning altogether. You can use [SELECT_ENTITY:VANILLA_ENTITY_X] followed by any number of duplicate <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:VANILLA_CREATURE_X] tokens to attempt to balance the spawn rates of the existing vanilla entities with any custom multi-creature entities you may add.
 
* The number of unclaimed [[Entity token#START_BIOME|START_BIOME]] or [[Entity token#EXCLUSIVE_START_BIOME|EXCLUSIVE_START_BIOME]] tiles remaining in the world limits the spawn rate for an entity and allows entities to block each other's spawns. If there is no "starting" [[Biome token|biome]] space left for an entity then it will not spawn and the game will try to spawn a different entity instead. This means that, on average, an entity that can start in ALL_MAIN [[Biome token|biomes]] will spawn more frequently than one that can start only in LAKE_TROPICAL_SALTWATER [[Biome token|biomes]]. This also means that entities whose starting [[Biome token|biomes]] do not overlap will not block each other's spawns.
 
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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* [[Biome token|biome]]
 
* [[Biome token|biome]]
 
* frequency
 
* frequency
| Controls the expansion of the civilization's territory.  The higher the number is relative to other BIOME_SUPPORT tokens in the entity, the faster it can spread through the biome.  These numbers are evaluated relative to each other, i.e. if one biome is 1 and the other is 2, the spread will be the same as if one was 100 and the other was 200.  Civs can spread out over biomes they cannot actually build in; for example, humans spread quickly over oceans but cannot actually build in them.
+
| Higher numbers make the entity more likely to settle there.
 
[BIOME_SUPPORT:ANY_GRASSLAND:4]
 
[BIOME_SUPPORT:ANY_GRASSLAND:4]
 
|-
 
| {{text anchor|SETTLEMENT_BIOME}}
 
| [[Biome token|biome]]
 
| If the civ's territory crosses over this biome, it can build settlements here.
 
[SETTLEMENT_BIOME:ANY_GRASSLAND]
 
  
 
|-
 
|-
 
| {{text anchor|START_BIOME}}
 
| {{text anchor|START_BIOME}}
 
| [[Biome token|biome]]
 
| [[Biome token|biome]]
| Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.
+
| Birth of the civilization can be performed in this biome.
 
[START_BIOME:ANY_FOREST]
 
[START_BIOME:ANY_FOREST]
  
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| {{text anchor|EXCLUSIVE_START_BIOME}}
 
| {{text anchor|EXCLUSIVE_START_BIOME}}
 
| [[Biome token|biome]]
 
| [[Biome token|biome]]
| The birth of the civilization can occur in this biome, but cannot (necessarily) build in it. If the civ does not have SETTLEMENT_BIOME or START_BIOME for the biome in question, it will only construct a single settlement there. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.
+
| Birth of the civilization only occurs in this biome.
 
[EXCLUSIVE_START_BIOME:MOUNTAIN]
 
[EXCLUSIVE_START_BIOME:MOUNTAIN]
 +
 +
|-
 +
| {{text anchor|SETTLEMENT_BIOME}}
 +
| [[Biome token|biome]]
 +
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.
 +
[SETTLEMENT_BIOME:ANY_GRASSLAND]
  
 
|-
 
|-
 
| {{text anchor|DEFAULT_SITE_TYPE}}
 
| {{text anchor|DEFAULT_SITE_TYPE}}
 
| site type
 
| site type
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS (creates a civ of hillocks only), and MONUMENT (creates a civ without visible sites (except tombs and castles), but may cause worldgen crashes). FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. It also gives the civ a [[demon|special overlord]].
+
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].
CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions. [DEFAULT_SITE_TYPE:CAVE_DETAILED]
+
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
  
 
|-
 
|-
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| number
 
| number
 
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.
 
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.
[MAX_POP_NUMBER:10000]
+
[MAX_POP_NUMBER:500]
  
 
|-
 
|-
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| number  
 
| number  
 
| Max historical population per individual site. Defaults to 50.
 
| Max historical population per individual site. Defaults to 50.
[MAX_SITE_POP_NUMBER:120]
+
[MAX_SITE_POP_NUMBER:200]
  
 
|-
 
|-
 
| {{text anchor|MAX_STARTING_CIV_NUMBER}}
 
| {{text anchor|MAX_STARTING_CIV_NUMBER}}
 
| number
 
| number
| Max number of civ to spawn at world generation. Worldgen picks entities in some sequential order from the raws, and once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over the civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.
+
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.
[MAX_STARTING_CIV_NUMBER:100]
+
[MAX_STARTING_CIV_NUMBER:3]
  
 
|}
 
|}
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| {{text anchor|PERMITTED_REACTION}}
 
| {{text anchor|PERMITTED_REACTION}}
 
| reaction name  
 
| reaction name  
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allows certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token '''must''' be present or the player will not be able to use the reaction in Fortress Mode.
+
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.
 
[PERMITTED_REACTION:TAN_A_HIDE]
 
[PERMITTED_REACTION:TAN_A_HIDE]
  
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* inorganic material
 
* inorganic material
 
* value
 
* value
| What kind of metals the civ uses for coin minting, as well as the value of the [[cv:coin|coin]].  Due to the [[Dwarven economy]] having been disabled since version 0.31, the value doesn't actually do anything.
+
| What kind of metals the civ uses for coin minting as well as the value of the coin.
 
[CURRENCY:SILVER:5]
 
[CURRENCY:SILVER:5]
  
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| language
 
| language
 
| What language raw the entity uses.
 
| What language raw the entity uses.
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used. Migrants will sometimes arrive with no name.
+
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.
 
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.
 
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.
 
[TRANSLATION:DWARF]
 
[TRANSLATION:DWARF]
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|
 
|
 
* noun
 
* noun
* [[language#language_SYM.txt|symbol]]
+
* symbol
| ALL, REMAINING, BATTLE, BRIDGE, CIV, CRAFT_GUILD, FESTIVAL, LIBRARY, MERCHANT_COMPANY, MILITARY_UNIT, OTHER, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR
+
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR
Causes the entity to more often use these symbols in the particular SYM set. REMAINING will select all symbols that have not already been declared above it.
+
Causes the entity to more often use these symbols in the particular SYM set.
 
 
 
[SELECT_SYMBOL:ALL:PEACE]
 
[SELECT_SYMBOL:ALL:PEACE]
  
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|
 
|
 
* noun
 
* noun
* [[language#language_SYM.txt|symbol]]
+
* symbol
 
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.
 
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.
 
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
 
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
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|
 
|
 
* noun
 
* noun
* [[Language#language_SYM.txt|symbol]]
+
* symbol
 
| Causes the entity to not use the words in these SYM sets.
 
| Causes the entity to not use the words in these SYM sets.
 
[CULL_SYMBOL:ALL:UGLY]
 
[CULL_SYMBOL:ALL:UGLY]
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|-
 
|-
 
| {{text anchor|RELIGION_SPHERE}}
 
| {{text anchor|RELIGION_SPHERE}}
| [[Sphere#Available_spheres|sphere]]
+
| sphere
| Can be any available [[sphere]] - multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means civs of this entity will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) "in" the entity.
+
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) in the race.
  
 
[RELIGION_SPHERE:FORTRESSES]
 
[RELIGION_SPHERE:FORTRESSES]
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| {{text anchor|SPHERE_ALIGNMENT}}
 
| {{text anchor|SPHERE_ALIGNMENT}}
 
|
 
|
* [[Sphere#Available_spheres|sphere]]
+
* type
 
* number
 
* number
 
|
 
|
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon. Default is 256, minimum is 0, maximum is 25600.
+
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.
  
 
[SPHERE_ALIGNMENT:TREES:512]
 
[SPHERE_ALIGNMENT:TREES:512]
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| {{text anchor|SITE_VARIABLE_POSITIONS}}
 
| {{text anchor|SITE_VARIABLE_POSITIONS}}
 
| Position responsibility or ALL
 
| Position responsibility or ALL
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc.). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}
+
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}
  
 
|-
 
|-
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*value
 
*value
 
*number
 
*number
| Sets the civ's [[personality trait|cultural values]]. Numbers range from -50 (complete anathema) to 0 (neutral) to 50 (highly valued).
+
| Sets the civ's [[personality trait|cultural values]]. Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).
 
[VALUE:CRAFTSMANSHIP:50]
 
[VALUE:CRAFTSMANSHIP:50]
 
Certain values must be set to 15 or more for civs to create structures and form entities during history gen:
 
* 15+ KNOWLEDGE for libraries
 
* 15+ COOPERATION ''and'' 15+ CRAFTSMANSHIP for craft guilds
 
** Guilds also need guild-valid professions (see [[#PERMITTED_JOB|PERMITTED_JOB]])
 
  
 
|-
 
|-
| {{text anchor|VARIABLE_VALUE}}
+
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}
 
|
 
|
 
*value or ALL
 
*value or ALL
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| Makes values randomized rather than specified.
 
| Makes values randomized rather than specified.
 
This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.
 
This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.
 +
  
 
|-
 
|-
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| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}
 
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}
 
|  
 
|  
| The civ will send out these sorts of adventurers in worldgen, which seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.
+
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.
  
Mercenaries and monster hunters from the civ may visit player's fortress and petition for residency there to enlist in the military or hunt monsters in caverns, respectively.
+
If the civ sends out mercenaries, they may come to the player's fort to enlist in the military.{{version|0.42.01}}
  
 
|-
 
|-
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| {{text anchor|AT_PEACE_WITH_WILDLIFE}}
 
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}
 
|
 
|
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing. Additionally, this token determines if the entity can settle in savage biomes.
+
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing.
  
 
|-
 
|-
 
| {{text anchor|BABYSNATCHER}}
 
| {{text anchor|BABYSNATCHER}}
 
|
 
|
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape. Also causes this civ to be hostile to any entity without this token.
+
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.
  
 
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.
 
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.
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| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}
 
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}
 
|  
 
|  
| Makes the civilization build castles from [[mead hall]]s. Only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}
+
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}
  
 
|-
 
|-
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| {{text anchor|MERCHANT_NOBILITY}}
 
| {{text anchor|MERCHANT_NOBILITY}}
 
|
 
|
| Merchants will engage in cross-civ trading and form companies.
+
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.
 
 
In previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.
 
  
 
|-
 
|-
 
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}
 
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}
 
| level
 
| level
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that this be fulfilled as well as at least one other non-siege trigger before visiting for non-siege activities.
+
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.
  
 
|-
 
|-
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| {{text anchor|SKULKING}}
 
| {{text anchor|SKULKING}}
 
|
 
|
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.  Prevents the civ from engaging in diplomacy or ending up at war.
+
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.
  
 
|-
 
|-
 
| {{text anchor|TREE_CAP_DIPLOMACY}}
 
| {{text anchor|TREE_CAP_DIPLOMACY}}
 
|
 
|
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first spring after your fortress becomes a land holder.
+
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.
  
 
|-
 
|-
 
| {{text anchor|LAYER_LINKED}}
 
| {{text anchor|LAYER_LINKED}}
 
|  
 
|  
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of the three caverns; cavern dweller raids due to [[agitation]] will pull from these. If you embark as this civ, you have access to pets and trees from all three layers, not only the first.  
+
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of three caverns, in groups of 5-10 soldiers who will hunt down nearby cavern creatures.
  
 
|-
 
|-
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}
+
| {{text anchor|UNDEAD_CANDIDATE}}
 +
|
 +
| Unknown. Possibly makes this creature available as a "Corpse" (e.g. Human Corpse) for necromancers in adventure mode.
 +
 
 +
|-
 +
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}
 
|
 
|
 
| Makes civilizations generate the given instruments/forms.
 
| Makes civilizations generate the given instruments/forms.
  
 
|-
 
|-
| {{text anchor|SCHOLAR}}
+
| {{text anchor|SCHOLAR}}{{version|0.42.01}}
 
| scholar type
 
| scholar type
 
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER
 
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER
  
 
|-
 
|-
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}
+
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}
 
|
 
|
 
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.
 
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.
  
 
|-
 
|-
| {{text anchor|NO_ARTIFACT_CLAIMS}}
+
| {{text anchor|NO_ARTIFACT_CLAIMS}}{{version|0.44.01}}
 
|
 
|
 
| Used for kobolds.
 
| Used for kobolds.
 
|-
 
| {{text anchor|MINING_UNDERWORLD_DISASTERS}}
 
|
 
| The civilization can breach the [[Underworld]] during world generation.
 
  
 
|}
 
|}
Line 545: Line 536:
 
| {{text anchor|AMMO}}
 
| {{text anchor|AMMO}}
 
| item token
 
| item token
| Used after a ranged weapon type.
+
|  
 
[AMMO:ITEM_AMMO_BOLTS]
 
[AMMO:ITEM_AMMO_BOLTS]
  
Line 553: Line 544:
 
* item token
 
* item token
 
* rarity
 
* rarity
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). FORCED items will be available 100% of the time, COMMON items 50%, UNCOMMON items 10%, and RARE items 1%. If certain armor types are lacking after performing one pass of randomised checks, the game will repeat random checks until an option is successfully chosen.
+
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
 
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
 
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
  
Line 559: Line 550:
 
| {{text anchor|DIGGER}}
 
| {{text anchor|DIGGER}}
 
| item token
 
| item token
| Causes the selected weapon to fall under the "digging tools" section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal - for those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool for that, the item itself needs to be a weapon with [SKILL:MINING].
+
| Causes the selected weapon to fall under the "digging tools" section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].
 
[DIGGER:ITEM_WEAPON_PICK]
 
[DIGGER:ITEM_WEAPON_PICK]
  
Line 567: Line 558:
 
* item token
 
* item token
 
* rarity
 
* rarity
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.
+
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
 
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
 
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
  
Line 575: Line 566:
 
* item token
 
* item token
 
* rarity
 
* rarity
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.
+
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
 
[HELM:ITEM_HELM_HELM:COMMON]
 
[HELM:ITEM_HELM_HELM:COMMON]
  
Line 589: Line 580:
 
* item token
 
* item token
 
* rarity
 
* rarity
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.
+
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
 
[PANTS:ITEM_PANTS_PANTS:COMMON]
 
[PANTS:ITEM_PANTS_PANTS:COMMON]
  
Line 595: Line 586:
 
| {{text anchor|SHIELD}}
 
| {{text anchor|SHIELD}}
 
| item token
 
| item token
|
+
|  
 
[SHIELD:ITEM_SHIELD_SHIELD]
 
[SHIELD:ITEM_SHIELD_SHIELD]
  
Line 603: Line 594:
 
* item token
 
* item token
 
* rarity
 
* rarity
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.
+
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
 
[SHOES:ITEM_SHOES_SHOES:COMMON]
 
[SHOES:ITEM_SHOES_SHOES:COMMON]
  
Line 609: Line 600:
 
| {{text anchor|SIEGEAMMO}}
 
| {{text anchor|SIEGEAMMO}}
 
| item token
 
| item token
|
+
|  
 
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
 
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
  
Line 615: Line 606:
 
| {{text anchor|TOOL}}
 
| {{text anchor|TOOL}}
 
| item token
 
| item token
|
+
|  
 
[TOOL:ITEM_TOOL_NEST_BOX]
 
[TOOL:ITEM_TOOL_NEST_BOX]
  
Line 621: Line 612:
 
| {{text anchor|TOY}}
 
| {{text anchor|TOY}}
 
| item token
 
| item token
|
+
|  
 
[TOY:ITEM_TOY_PUZZLEBOX]
 
[TOY:ITEM_TOY_PUZZLEBOX]
  
Line 627: Line 618:
 
| {{text anchor|TRAPCOMP}}
 
| {{text anchor|TRAPCOMP}}
 
| item token
 
| item token
|
+
|  
 
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
 
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
  
Line 633: Line 624:
 
| {{text anchor|WEAPON}}
 
| {{text anchor|WEAPON}}
 
| item token
 
| item token
| While this does not accept a rarity value, something similar can be achieved by having multiple variations of a weapon type with small differences and specifying each of them.{{cite forum|179547}}
+
|  
 
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
 
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
  
Line 639: Line 630:
 
| {{text anchor|USE_ANIMAL_PRODUCTS}}
 
| {{text anchor|USE_ANIMAL_PRODUCTS}}
 
|
 
|
| Allows use of products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.
+
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.
  
 
|-
 
|-
 
| {{text anchor|USE_ANY_PET_RACE}}
 
| {{text anchor|USE_ANY_PET_RACE}}
|
+
|  
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or [[:Category:DF2014:Exotic pet|PET_EXOTIC]] will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), or siege minion (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]). This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list.
+
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or [[:Category:DF2014:Exotic pet|PET_EXOTIC]] will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), or siege minion (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]). This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list.
  
 
|-
 
|-
Line 654: Line 645:
 
| {{text anchor|USE_EVIL_ANIMALS}}
 
| {{text anchor|USE_EVIL_ANIMALS}}
 
|
 
|
| Without this, EVIL creatures are skipped, otherwise, evil creatures with SLOW_LEARNER or ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] or SLOW_LEARNER), even the normally untameable species.
+
| Don't have it -> EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] or SLOW_LEARNER), even the normally untameable species.
  
 
|-
 
|-
 
| {{text anchor|USE_EVIL_PLANTS}}
 
| {{text anchor|USE_EVIL_PLANTS}}
 
|
 
|
| Same as USE_EVIL_ANIMALS for all uses of plants.
+
| As EVIL creatures for all uses of plants.
  
 
|-
 
|-
 
| {{text anchor|USE_EVIL_WOOD}}
 
| {{text anchor|USE_EVIL_WOOD}}
 
|
 
|
| Same as USE_EVIL_ANIMALS for all uses of wood.
+
| As EVIL creatures for all uses of wood.
  
 
|-
 
|-
 
| {{text anchor|USE_GOOD_ANIMALS}}
 
| {{text anchor|USE_GOOD_ANIMALS}}
 
|
 
|
| Without this GOOD creatures are skipped, otherwise, good creatures ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]]), even the normally untameable species.
+
| Don't have it -> GOOD creatures skipped. If they have it, good creatures ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]]), even the normally untameable species.
  
 
|-
 
|-
 
| {{text anchor|USE_GOOD_PLANTS}}
 
| {{text anchor|USE_GOOD_PLANTS}}
 
|
 
|
| Same as USE_GOOD_ANIMALS for all uses of plants.
+
| As GOOD creatures for all uses of plants.
  
 
|-
 
|-
 
| {{text anchor|USE_GOOD_WOOD}}
 
| {{text anchor|USE_GOOD_WOOD}}
 
|
 
|
| Same as USE_GOOD_ANIMALS for all uses of wood.
+
| As GOOD creatures for all uses of wood.
  
 
|-
 
|-
Line 685: Line 676:
 
|
 
|
 
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).
 
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).
 
|-
 
| {{text anchor|USE_NON_EXOTIC_PET_RACE}}
 
|
 
| Makes the civilization use all locally available non-exotic pets.
 
  
 
|-
 
|-
Line 714: Line 700:
 
| {{text anchor|RIVER_PRODUCTS}}
 
| {{text anchor|RIVER_PRODUCTS}}
 
|
 
|
| Allow use of river products in the goods available for trade.
+
| Allow civ to use river products in the goods it has available for trade.
  
 
|-
 
|-
 
| {{text anchor|OCEAN_PRODUCTS}}
 
| {{text anchor|OCEAN_PRODUCTS}}
 
|
 
|
| Allow use of ocean products (including [[amber]] and [[coral]]) in the goods available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).
+
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).
  
 
|-
 
|-
 
| {{text anchor|INDOOR_FARMING}}
 
| {{text anchor|INDOOR_FARMING}}
|
+
|  
| Allow use of underground plant products in the goods available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: "Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections."
+
| Allow civ to use underground plant products in the goods it has available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s.
  
 
|-
 
|-
 
| {{text anchor|OUTDOOR_FARMING}}
 
| {{text anchor|OUTDOOR_FARMING}}
 
|
 
|
| Allow use of outdoor plant products in the goods available for trade. Lack of suitable vegetation in this civilization's starting area will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: "Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections."
+
| Allow civ to use outdoor plant products in the goods it has available for trade. Lack of suitable vegetation in the civ's starting area will cause [[World generation#Rejections|worldgen rejection]]s.
  
 
|-
 
|-
 
| {{text anchor|INDOOR_GARDENS}}
 
| {{text anchor|INDOOR_GARDENS}}
|
+
|  
| Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade. According to Droseran: "Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ."
+
| Allow civ to use underground plant growths (quarry bush leaves, in unmodded games) in the goods it has available for trade.
  
 
|-
 
|-
 
| {{text anchor|OUTDOOR_GARDENS}}
 
| {{text anchor|OUTDOOR_GARDENS}}
 
|
 
|
| Allow use of outdoor plant growths in the goods available for trade. According to Droseran: "Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ."
+
| Allow civ to use outdoor plant growths in the goods it has available for trade.
  
 
|-
 
|-
 
| {{text anchor|INDOOR_ORCHARDS}}
 
| {{text anchor|INDOOR_ORCHARDS}}
 
|
 
|
| Allows use of indoor tree growths in the goods available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit. Needs INDOOR_WOOD to function. Will cause rejections, if growths are unavailable. According to Droseran: "Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected."
+
| Allows civ to use indoor tree growths in the goods it has available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit.
  
 
|-
 
|-
 
| {{text anchor|OUTDOOR_ORCHARDS}}
 
| {{text anchor|OUTDOOR_ORCHARDS}}
 
|
 
|
| Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to function{{verify}}. According to Droseran: "Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected."
+
| Allows civ to use outdoor tree growths in the goods it has available for trade.
  
 
|-
 
|-
 
| {{text anchor|CLOTHING}}
 
| {{text anchor|CLOTHING}}
 
|
 
|
| Civilization members will attempt to wear clothing.
+
| Civ members will attempt to wear clothing.
  
 
|-
 
|-
 
| {{text anchor|SUBTERRANEAN_CLOTHING}}
 
| {{text anchor|SUBTERRANEAN_CLOTHING}}
 
|
 
|
| Will wear things made of spider silk and other subterranean materials.
+
| Will wear things made of spider silk and other subterranean materials.  
  
 
|-
 
|-
 
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}
 
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}
 
|
 
|
| Adds decorations to equipment based on the level of the generated unit. Also improves item quality.
+
| Adds decorations to equipment based on the level of the generated unit. Also improves item quality.
  
 
|-
 
|-
 
| {{text anchor|IMPROVED_BOWS}}
 
| {{text anchor|IMPROVED_BOWS}}
 
|
 
|
| Adds decorations to weapons generated for bowman and master bowman.
+
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.
  
 
|-
 
|-
Line 784: Line 770:
 
| {{text anchor|WOOD_WEAPONS}}
 
| {{text anchor|WOOD_WEAPONS}}
 
|
 
|
| The civilization can make traditionally metallic weapons such as swords and spears from wood.
+
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.
  
 
|-
 
|-
 
| {{text anchor|WOOD_ARMOR}}
 
| {{text anchor|WOOD_ARMOR}}
 
|
 
|
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood.
+
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.
  
 
|-
 
|-
Line 798: Line 784:
 
|-
 
|-
 
| {{text anchor|INDOOR_WOOD}}
 
| {{text anchor|INDOOR_WOOD}}
|
+
|  
| Allow use of subterranean wood types, such as tower-cap and fungiwood logs.
+
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.
  
 
|-
 
|-
 
| {{text anchor|OUTDOOR_WOOD}}
 
| {{text anchor|OUTDOOR_WOOD}}
 
|
 
|
| Allow use of outdoor wood types, such as mangrove and oak.
+
| Allow civ to use outdoor wood types, such as mangrove and oak.
  
 
|-
 
|-
Line 819: Line 805:
 
| {{text anchor|DIVINE_MAT_CLOTHING}}
 
| {{text anchor|DIVINE_MAT_CLOTHING}}
 
|
 
|
| Allows use of materials with [DIVINE] for clothing. Used for generated divine entities.
+
| Allows civ to use materials with [DIVINE] for clothing. Used for generated divine entities.
  
 
|-
 
|-
 
| {{text anchor|DIVINE_MAT_CRAFTS}}
 
| {{text anchor|DIVINE_MAT_CRAFTS}}
 
|
 
|
| Allows use of materials with [DIVINE] for crafts.{{verify}} Used for generated divine entities.
+
| Allows civ to use materials with [DIVINE] for crafts.{{verify}} Used for generated divine entities.
  
 
|-
 
|-
 
| {{text anchor|DIVINE_MAT_WEAPONS}}
 
| {{text anchor|DIVINE_MAT_WEAPONS}}
 
|
 
|
| Allows use of metals with [DIVINE] for weapons. Used for generated divine entities.
+
| Allows civ to use metals with [DIVINE] for weapons. Used for generated divine entities.
  
 
|-
 
|-
 
| {{text anchor|DIVINE_MAT_ARMOR}}
 
| {{text anchor|DIVINE_MAT_ARMOR}}
 
|
 
|
| Allows use of metals with [DIVINE] for armor. Used for generated divine entities.
+
| Allows civ to use metals with [DIVINE] for armour. Used for generated divine entities.
 +
 
 
|}
 
|}
  
 
== Animal definitions ==
 
== Animal definitions ==
 +
 +
{{version|0.44.01}}
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 881: Line 870:
 
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}
 
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}
 
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}
 
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}} (doesn't seem to exist in the string dump. verify)
+
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}
 
|
 
|
 
| Override creature usage tokens. Respectively:
 
| Override creature usage tokens. Respectively:
Line 903: Line 892:
 
| {{text anchor|TISSUE_STYLE}}
 
| {{text anchor|TISSUE_STYLE}}
 
| tissue style unit ID
 
| tissue style unit ID
| Select a tissue layer which has the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for the selected tissue layer.
+
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.
  
 
|-
 
|-
Line 919: Line 908:
 
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.
 
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.
  
|}
 
 
== Examples ==
 
:''Main articles: [[Entity examples]]''
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
 
[[ru:Entity token]]
 
[[ru:Entity token]]

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