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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=91.49.242.21</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-09-08T14:46:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ocelot&amp;diff=319539</id>
		<title>Ocelot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ocelot&amp;diff=319539"/>
		<updated>2026-09-05T23:43:47Z</updated>

		<summary type="html">&lt;p&gt;91.49.242.21: The meanderer bug has been fixed for some time now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|image=ocelot_sprites.png&lt;br /&gt;
|portrait=ocelot_portrait_anim.gif&lt;br /&gt;
|bone=12&lt;br /&gt;
|meat=12&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=12&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Ocelots''' are very rare [[Creature|animals]] found in a number of [[tropical]] [[biome]]s, from [[forest]]s to [[Wetland|mangrove swamps]], where they appear one at a time. Weighing less than half the weight of a [[dwarf]], these carnivores are only a real threat to your smaller [[domestic animal]]s. On top of low frequency rate, no more than 3 ocelots will exist in a single biome before they're considered locally [[extinct]]. A newborn ocelot is called a ''cub'', and all members of the species are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Ocelots can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s, and they're also sometimes brought along with [[Elf|elven]] [[caravan]]s. They can receive additional war or hunting training as well, making them equivalent to war dogs in capabilities. Products made from ocelot parts, should you choose to [[butcher]] them, are [[item value|worth]] twice more than those made from parts of common animals. Ocelots take 3 years to reach adulthood, though they're fully grown by the age of 2.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] ocelots for their ''coat patterns''.&lt;br /&gt;
&lt;br /&gt;
[[File:Ocelot (Jaguatirica) Zoo Itatiba.jpg|thumb|300px|center|Admired for its ''coat patterns''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: Minecraft  --&amp;gt;&lt;br /&gt;
Ocelots are not easily tameable with fish, nor are they able to scare away green-colored explosive creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Metal Gear Solid --&amp;gt;&lt;br /&gt;
Ocelots have nothing to do with revolvers or snakes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Phineas &amp;amp; Ferb --&amp;gt;&lt;br /&gt;
No records exist of [[Villain|evil]] [[human]] [[Scholar|scientists]] being raised by ocelots.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>91.49.242.21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Quickstart_guide&amp;diff=319388</id>
		<title>Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Quickstart_guide&amp;diff=319388"/>
		<updated>2026-09-02T16:41:13Z</updated>

		<summary type="html">&lt;p&gt;91.49.242.21: /* Stockpiles Section */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Updating to v50 ==&lt;br /&gt;
&lt;br /&gt;
AFAIK, it's yet to be seen how much Classic will resemble the new Premium versions, and hence how much of this material will be made completely redundant by the tutorial. What kind of purpose would we see this page being?&lt;br /&gt;
* update it and keep it as our own tutorial?&lt;br /&gt;
* retire it and try to merge useful pointers into [[Dwarf fortress mode]]?&lt;br /&gt;
* change it to be a &amp;quot;beyond the tutorial&amp;quot; guide? or an accompaniment to it? &lt;br /&gt;
BTW I haven't actually messed around with the new tutorial yet so I'm not sure what it covers. [[User:Tme5|Tme5]] ([[User talk:Tme5|talk]]) 13:41, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Side note: Going by [https://youtu.be/hBA4knAYKvM?t=120 this video] the interface will be identical in function. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:09, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're right. OK, I just played the tutorial. It's not that bad, and the UI is of course more discoverable now, but it's extremely barebones. Personally I think we should '''update this page and keep it as our own expanded tutorial''' - and in the process we should try to deduplicate some info and link more to dedicated pages on certain topics, so there's less to keep up-to-date. [[User:Tme5|Tme5]] ([[User talk:Tme5|talk]]) 22:11, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Agreed - I did have ''some'' suspicions to begin with myself, though! [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 22:24, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Best way to mention would be to have some note to the tutorial within the game, ask someone to look at that and then look at this guide. It being handholdy was exactly what was needed, but when people come here provide the service of helping people not experience early amounts of FUN by putting the refuse pile inside the fortress. [[User:REDthunderBOAR|REDthunderBOAR]] ([[User talk:REDthunderBOAR|talk]]) 22:47, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is one thing I would like to add to the tutorial since it will improve someone's experience with the game. As the [https://www.youtube.com/watch?v=zRg_BaQ9VhM video here] shows the game is naturally at double the speed. If we show people how to slow it down it will not be so overwhelming. [[User:REDthunderBOAR|REDthunderBOAR]] ([[User talk:REDthunderBOAR|talk]]) 22:47, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: UI (priorities/diplomacy?) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;Section: [[DF2014:Quickstart guide#Choosing what to sell and what to buy|Choosing what to sell and what to buy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Hi! Thanks for the lovely quick start guide, however it assumes that I have any idea how to interact with trader. I have no idea what has happened just now, just some lines of text were shown, no trade was done, could not set the priority (assuming it is my priority) and then they just left... maybe next year lol --[[Special:Contributions/77.247.162.32|77.247.162.32]] 00:41, 29 August 2017 (UTC)&lt;br /&gt;
:There has been a link to the trade page for a while now. I reorganized the text a little. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 19:25, 6 September 2017 (UTC)&lt;br /&gt;
::There's no mention, here or on the trading page, of the negotiation screen that pops up where you set priorities for importing goods etc. I think this was a [[diplomat]]? But it says they should only show up once you have a baron...&lt;br /&gt;
::It happened to me too, and as an inexperienced player I was confused that it wasn't mentioned. [[User:Tme5|Tme5]] ([[User talk:Tme5|talk]]) 19:22, 18 December 2022 (UTC)&lt;br /&gt;
::: It is the [[trade agreement]]s that are negotiated with [[outpost liaison]] or foreign trade representatives\diplomats. It is mentioned on the [[Trading#Trade_Agreements_and_Liaisons]]. I agree it could be improved. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:38, 18 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: stone stockpile? ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#888;padding-left:2em;&amp;quot;&amp;gt;&amp;quot;While the wheelbarrows are being built, select your stone stockpile with q and use w to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum).&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
When/where should a stone stockpile be created? By this point, the guide suggests ''not'' including stone in a general purpose stockpile, but never suggests when/where to create stone stockpile. &lt;br /&gt;
&lt;br /&gt;
[[User:Qwiption|Qwiption]] ([[User talk:Qwiption|talk]]) 02:59, 3 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feedback: dining hall furniture ==&lt;br /&gt;
Guide describes construction 4 tables and 8 thrones for dining hall, however only one dwarf can make use of a table no matter how many thrones are placed around it, so this furniture layout doesn't function as intended.&lt;br /&gt;
&lt;br /&gt;
== Feedback: Delving Secure Lodgings ==&lt;br /&gt;
&lt;br /&gt;
The newly-added screenshot of the trade depot location doesn't show a 1-wide, 10-20 deep hallway separating the stairwell and stockpile rooms from the outside world.&lt;br /&gt;
&lt;br /&gt;
== Init Files ==&lt;br /&gt;
&lt;br /&gt;
I added a section about init files to the v47 guide:&lt;br /&gt;
https://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide#Init_Files&lt;br /&gt;
&lt;br /&gt;
(mainly because I lost a bunch of progress due to not knowing about autosave, something I would like to spare future players from!)&lt;br /&gt;
&lt;br /&gt;
However, I wonder if it's necessary to port forward to v50?  For one thing the Steam &amp;quot;tiles&amp;quot; interface is presumably different from Classic, so there's maybe no need to talk about init.txt.  And then the new d_init.txt defaults to autosave semi-annually (as opposed to 47's &amp;quot;NO&amp;quot;) so maybe don't need to put that here either?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/64.250.40.24|64.250.40.24]] 20:22, 3 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remove trade depot from guide? ==&lt;br /&gt;
&lt;br /&gt;
Since wagons don't come at the start of the game any more, should we remove the depot from the guide? Feels weird to include something unused in a quickstart. It could be mentioned in the &amp;quot;what's next&amp;quot; section instead. [[User:Tme5|Tme5]] ([[User talk:Tme5|talk]]) 21:44, 12 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stockpiles Section ==&lt;br /&gt;
&lt;br /&gt;
I do not see a reason, why gems (regardless if cut or rough), should be kept out of an initial &amp;quot;custom&amp;quot; stockpile. If anything then furniture should be disabled instead, as furniture also needs 1 tile per item, but a lot of gems (even rough gems) can fit into one single bin (allthough a few bins need to be constructed, but then most other items, which are enabled, also use bin). Also, to not have items possibly detoriate in the stockpile, it is more important to have refuse (and possibly corpses) disabled - for stone, wood (and furniture) it is only possible that the stockpile fills up to fast. Also dwarves can haul items to occupied tiles (if the item occupying the space is forbidden and the item to be stored in that space is an assigned bin or barrel; the other notable case is meat stacks, which do not fit in a barrel, can already be present, even if unforbidded, and will not block an assigned barrel to be moved to that tile).&lt;br /&gt;
&lt;br /&gt;
There also is an argument for having unprepared fish disabled...&lt;br /&gt;
&lt;br /&gt;
ps. Just nitpicking, but I will leave it to GeloMor, who currently seems to update the article step-by-step to possibly incorporate the changes mentioned here (or not).[[Special:Contributions/91.49.242.21|91.49.242.21]] 16:41, 2 September 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>91.49.242.21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=319385</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=319385"/>
		<updated>2026-09-02T11:48:11Z</updated>

		<summary type="html">&lt;p&gt;91.49.242.21: /* Flavor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''Entity tokens''' define entities, or [[civilization]]s, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:ENTITY]&amp;lt;/code&amp;gt; [[token]] begins the definition of an entity [[raw file]]. Each new entity definition that follows begins with the &amp;lt;code&amp;gt;[ENTITY:''entity_ID'']&amp;lt;/code&amp;gt; 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 &amp;lt;code&amp;gt;[SELECT_ENTITY:''entity_ID'']&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
All known entity tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows adventure mode for entities with sites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| integer&lt;br /&gt;
| 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]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
Entity spawning during world gen is influenced by several factors:&lt;br /&gt;
* The &amp;quot;[[Advanced world generation#Number of Civilizations|Number of Civilizations]]&amp;quot; world gen setting places a hard limit on the total number of entities spawned.&lt;br /&gt;
* The &amp;quot;[[Advanced world generation#Playable Civilization Required|Playable Civilization Required]]&amp;quot; world gen setting forces at least one of each [[Entity token#SITE_CONTROLLABLE|SITE_CONTROLLABLE]] entity to spawn (presumably still limited by &amp;quot;Number of Civilizations&amp;quot;).&lt;br /&gt;
* The number of &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Entity token#CREATURE|CREATURE]]:X] tokens present in an entity modifies its chance of spawning. An entity containing more &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Entity token#CREATURE|CREATURE]]:X] tokens will spawn more often (assuming other requirements are met) and may even block entities with fewer &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Entity token#CREATURE|CREATURE]]:X] tokens from spawning altogether. You can use [SELECT_ENTITY:VANILLA_ENTITY_X] followed by any number of duplicate &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[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.&lt;br /&gt;
* 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 &amp;quot;starting&amp;quot; [[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| 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.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
The first entry of biome support should be the Start biome, as mentioned in [START_BIOME] or [EXCLUSIVE_START_BIOME], otherwise no other settlements after the first one are founded.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| If the civ's territory crosses over this biome, it can build settlements here.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| 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.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| 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.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| 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, that however do not contain any structures, when visited in adventure mode), 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 &amp;quot;neighbors&amp;quot; section of the site selection screen.&lt;br /&gt;
Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. It also gives the civ a [[demon|special overlord]]. DARK_FORTRESS may cause crashes during world gen at &amp;quot;Placing civilizations... (0)&amp;quot; if it combined with entity tokens that the vanilla ENTITY:EVIL does not use (likely the POSITION related tokens see [https://www.bay12forums.com/smf/index.php?topic=175747.0 this forum post]).&lt;br /&gt;
CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions. [DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max '''historical''' population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500, but all vanilla entities use 10,000, except skulking uses 2,000. Does not limit the '''total''' population, but it will prevent new settlements upon reaching the number.&lt;br /&gt;
[MAX_POP_NUMBER:10000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50, but all the vanilla entities use 120.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:120]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of civilizations of this entity type to spawn at world generation, which picks entities in some sequential order from the raws, looping through the list as needed. This is a hard limit, if set to 1, only 1 civilization of this type will be placed. If all entities have reached their limit, world generation will not try to place any more, even if its own [[Advanced_world_generation#Number_of_Civilizations|total limit]] has not been reached, and will continue on. Defaults to 3, but all vanilla entities use 100 (essentially unlimited).&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:100]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| 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.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting, as well as the value of the [[coin]]. Only effective in Adventurer mode due to lack of [[dwarven economy]].&lt;br /&gt;
&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
Modifies the value a civilization offers for image elements appearing in images having such a facet (allthough &amp;quot;OWN_RACE&amp;quot; currently does not work). Applied modifier is value/256, which is applied directly to the base decoration value (and then rounded down, but note that rounding process only happens, after all art facet and other image element modifiers of all image elements of a decoration are applied).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork. Also modifies the value a civilization offers for image elements of that type, applied modifier is value/256.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE.&amp;lt;br /&amp;gt;Also available, but effect unknown: PAGES, ILLUSTRATION, INSTRUMENT_PIECE, WRITING, IMAGE_SET, COLORATION.&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
Also changes the value of decorations of that type (this includes types like INSTRUMENT_PIECE etc.), modifier is value/256 applied to base decoration value (usually 10, but 20 for gem decorations) and then rounded-down. Thus values below 26 will result in zero value for the decoration (if non-gem decoration material) except for the possible flat quality bonus and except for cases, where the decoration contains image elements and where at least one image element has an art facet modifier or image element modifier greater than 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* If the entity's main creature has {{token|UTTERANCES|c}}, then this token will be ignored (except when using the naming menu) in favor of procedural [[kobold]]-style [[Kobold language|pseudolanguage]].&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* category&lt;br /&gt;
* [[language#language_SYM.txt|symbol]]&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, CRAFT_GUILD, FESTIVAL (doesn't work, see below), HOSPITAL, LIBRARY, MERCHANT_COMPANY, MILITARY_UNIT, OTHER, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
The entity will always use a word from the selected symbol(s) to generate names from that category.&lt;br /&gt;
* OTHER applies the symbol selection to personal names and site names. REMAINING will apply the symbol selection to all categories that have not already been declared above it.&lt;br /&gt;
* Specific to SELECT_SYMBOL, symbols selected this way will be used as &amp;quot;The X&amp;quot; in &amp;quot;The X of Y&amp;quot; names, and nouns from selected symbols can be used as first [[name]]s.&lt;br /&gt;
* FESTIVAL does not work. The game uses symbol NAME_FESTIVAL hardcoded. You may consider changing that symbol (with SELECT_SYMBOL), but then it's applied for all entities.&lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* category&lt;br /&gt;
* [[language#language_SYM.txt|symbol]]&lt;br /&gt;
| As SELECT_SYMBOL, a word from the subselected symbol(s) will be used in names of that category, in addition to the word from SELECT_SYMBOL (if specified). Used in vanilla to put violent names in sieges and battles.&lt;br /&gt;
* Words chosen with SUBSELECT_SYMBOL will appear as either adjectives or &amp;quot;of Y&amp;quot; in &amp;quot;The X of Y&amp;quot; names.&lt;br /&gt;
* CULL_SYMBOL does not affect subselected symbols.&lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* category&lt;br /&gt;
* [[Language#language_SYM.txt|symbol]]&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.&lt;br /&gt;
&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
Can be specified multiple times, and will pick randomly from the assigned types. Additional instances of each type will weight the random choice, but unlike {{token|CREATURE|e}}, will not make the entity more likely to spawn.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| 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 [[Sphere#WATER|WATER]], for example, means civs of this entity will never get [[Sphere#FIRE|FIRE]] as a religious sphere. Note that the [[Sphere#DEATH|DEATH]] sphere favours the appearance of necromancers (and therefore, towers) &amp;quot;in&amp;quot; the entity.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres. Default is 256, minimum is 0, maximum is 25600.&lt;br /&gt;
* Presently, this doesn't cause them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
* [[Sphere#PLANTS|PLANTS]] and [[Sphere#ANIMALS|ANIMALS]] affect the prevalence of depicting {{token|VEGETATION}} and {{token|NATURAL}} creatures, respectively, in a similar fashion to {{token|ART_FACET_MODIFIER|e}}. &lt;br /&gt;
* [[Sphere#WAR|WAR]] modifies the effective [[item value]] of [[weapon]]s and [[armor]] to [[trader]]s of this entity. The multiplier is SPHERE_ALIGNMENT/256, though this only applies to equipment the entity's main creature can properly wield.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| 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}} See also: [[variable positions]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. See also: [[variable positions]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE; for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[Personality value|cultural values]]. Numbers range from -50 (complete anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
Certain values must be set to 15 or more for civs to create structures and form entities during history gen:&lt;br /&gt;
* 15+ KNOWLEDGE for libraries&lt;br /&gt;
* 15+ COOPERATION ''and'' 15+ CRAFTSMANSHIP for craft guilds&lt;br /&gt;
** Guilds also need guild-valid professions (see [[#PERMITTED_JOB|PERMITTED_JOB]])&lt;br /&gt;
&lt;br /&gt;
If the positions of an entity are variable (and include the CUSTOM_OFFICIAL_1), then CUNNING &amp;gt; 10 is needed for the CUSTOM_OFFICIAL_1 to have the espionage responsibility.&lt;br /&gt;
&lt;br /&gt;
Also note that the values of a civ can deviate from the fixed values set in the raws, if the civ is able to make libraries. See [[Library#Adventure mode|here]] for more details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Makes values randomized rather than specified.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading, sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| 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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Merchants will engage in cross-civ trading and form companies.&lt;br /&gt;
&lt;br /&gt;
In previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth 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 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods 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 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGE_SKILLED_MINERS}}{{v|53.01}}&lt;br /&gt;
|&lt;br /&gt;
| Improves the skill of [[miner]] invaders by a factor of 5. Used for [[dwarves]] in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| 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. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}&lt;br /&gt;
|&lt;br /&gt;
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_ARTIFACT_CLAIMS}}&lt;br /&gt;
|&lt;br /&gt;
| Used for kobolds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MINING_UNDERWORLD_DISASTERS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can breach the [[Underworld]] during world generation, spawning a civilization of {{token|EVIL}} creatures lead by a unique [[demon]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MYTHICAL}}{{version|51.01-beta26}}&lt;br /&gt;
|&lt;br /&gt;
| Builds [[mysterious dungeon]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| Used after a ranged weapon type.&lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| 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.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; 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 {{token|SKILL|wp|MINING}}.&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| 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.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| 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.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| No longer used due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| 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.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| 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.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| 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}}&lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
|&lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) will be included in the initial usable creature list, which then gets pared down or otherwise considered. Without this, only common domestic and equipment creatures are added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures will be included in the initial usable creature list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Without this, {{token|EVIL|c}} creatures are skipped, otherwise, evil creatures with {{token|SLOW_LEARNER|c}} or ''without'' {{token|CAN_LEARN|c}} will be included in the initial usable creature list, even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_EVIL_ANIMALS for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_EVIL_ANIMALS for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Without this, {{token|GOOD|c}} creatures are skipped, otherwise, good creatures ''without'' {{token|CAN_LEARN|c}} will be included in the initial usable creature list, even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_GOOD_ANIMALS for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_GOOD_ANIMALS for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye ({{token|LYE_MAKER|ut}}), charcoal ({{token|WOOD_BURNER|ut}}), and potash ({{token|POTASH_MAKER|ut}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_NON_EXOTIC_PET_RACE}}&lt;br /&gt;
|&lt;br /&gt;
| Makes the civilization use all locally available non-exotic pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with {{token|COMMON_DOMESTIC|c}} and {{token|MOUNT|c}}. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with {{token|MOUNT|c}} and {{token|PET|c}} will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with {{token|COMMON_DOMESTIC|c}} and {{token|PACK_ANIMAL.|c}} Additionally, all available (see above) creatures with {{token|PACK_ANIMAL|c}} and {{token|PET|c}} will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with {{token|COMMON_DOMESTIC|c}} and {{token|PET|c}}. Additionally, all available (see above) creatures with {{token|PET|c}} will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with {{token|COMMON_DOMESTIC|c}} and {{token|WAGON_PULLER|c}}. Additionally, all available (see above) creatures with {{token|WAGON_PULLER|c}} and {{token|PET|c}} will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of river products in the goods available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| 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: &amp;quot;Gives access to plants (structural material) and seeds. It only checks for {{token|EDIBLE_RAW|md}} or {{token|EDIBLE_COOKED|md}} 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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| 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: &amp;quot;Gives access to plants (structural material) and seeds. It only checks for {{token|EDIBLE_RAW|md}} or {{token|EDIBLE_COOKED|md}} 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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade. According to Droseran: &amp;quot;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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of outdoor plant growths in the goods available for trade. According to Droseran: &amp;quot;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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| 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: &amp;quot;Gives access to tree growths. It only checks for growths on trees that are {{token|EDIBLE_RAW|md}} or {{token|EDIBLE_COOKED|md}}. 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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to function{{verify}}. According to Droseran: &amp;quot;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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civilization members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit. Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the {{token|FURNACE_OPERATOR|ut}} job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of materials with {{token|DIVINE|im}} for clothing. Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CRAFTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of materials with {{token|DIVINE|im}} for crafts.{{verify}} Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of metals with {{token|DIVINE|im}} for weapons. Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of metals with {{token|DIVINE|im}} for armor. Used for generated divine entities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal definitions ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Start an animal definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TOKEN}}&lt;br /&gt;
| [[creature token]]&lt;br /&gt;
| Select specific creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CASTE_TOKEN}}&lt;br /&gt;
| [[Caste|creature caste token]]&lt;br /&gt;
| Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Select creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_FORBIDDEN_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Forbid creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_ALWAYS_PRESENT}}&lt;br /&gt;
|&lt;br /&gt;
| Animal will be present even if it does not naturally occur in the entity's terrain. All creatures, including [[demon]]s, night trolls and other generated ones will be used if no specific creature or class is selected. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_MOUNT}}, {{text anchor|ANIMAL_ALWAYS_MOUNT}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_WAGON_PULLER}}, {{text anchor|ANIMAL_ALWAYS_WAGON_PULLER}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Override creature usage tokens. Respectively:&lt;br /&gt;
* [[Creature token#MOUNT|MOUNT]] and [[Creature token#MOUNT_EXOTIC|MOUNT_EXOTIC]]&lt;br /&gt;
* [[Creature token#WAGON_PULLER|WAGON_PULLER]]&lt;br /&gt;
* [[Creature token#TRAINABLE_WAR|TRAINABLE_WAR]] and not [[Creature token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
* [[Creature token#PET|PET]] and [[Creature token#PET_EXOTIC|PET_EXOTIC]]&lt;br /&gt;
* [[Creature token#PACK_ANIMAL|PACK_ANIMAL]]&lt;br /&gt;
ALWAYS overrides NEVER if a caste is matched by more than one animal definition.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue styling-related tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
:''Main articles: [[Entity examples]]''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
{{Category|Entities}}&lt;br /&gt;
[[ru:Entity token]]&lt;/div&gt;</summary>
		<author><name>91.49.242.21</name></author>
	</entry>
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