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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maisoul</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-07T10:22:50Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31813</id>
		<title>40d:Department of Dwarven Veteran's Affairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31813"/>
		<updated>2008-12-23T00:18:33Z</updated>

		<summary type="html">&lt;p&gt;Maisoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Fortress/Royal Guard&lt;br /&gt;
| quarters=Decent [[Bedroom]]&lt;br /&gt;
| dining=Decent [[Dining Room]]&lt;br /&gt;
| office=&lt;br /&gt;
| tomb=[[Tomb]] (if you want one for them)&lt;br /&gt;
| stands=1 &lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* [[Siege|Goblins]]&lt;br /&gt;
* [[Elf|The Green Party]]&lt;br /&gt;
* [[Unfortunate_accident|Accidents]]&lt;br /&gt;
| function=&lt;br /&gt;
* Assist the [[Sheriff]]&lt;br /&gt;
* Dupe [[nobles]] into thinking they safe here and not 2&amp;quot; away from dying&lt;br /&gt;
* Killing [[Goblin|Child snatchers]]&lt;br /&gt;
* Living off the government&lt;br /&gt;
* Sparring practice&lt;br /&gt;
* Retirement for mangled champions, to stop death-by-tantrum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Department of Dwarven Veteran's Affairs''' (also known as the '''Fortress/Royal Guard'''), is an organisation dedicated to helping those brave [[dwarves]] that have become injured to the point of combat ineffectiveness, and are also relatively unskilled (so putting them into the [[Craftsdwarf's workshop]] to make +goblin bone [[bolt]]s+ until the end of time is out of the question).  They are usually &amp;lt;s&amp;gt;relieved of&amp;lt;/s&amp;gt; promoted up from their military duties due to [[Baron|Some snooty noble]] turning up and wanting to be all protected (until, of course, said [[noble]] makes one-too-many demands and find themselves in the [[Chasm|dwarven departure lounge]]).&lt;br /&gt;
&lt;br /&gt;
These dwarves who have sustained their injuries in whatever way (through physical combat, [[goblin]] snipers, [[Elves|Hippies]], sparring matches, [[Carp|The watery menace]] or otherwise), may be promoted through the military menu.  The fortress guard itself doesn't do much, apart from telling the various nobles that he is not in danger of [[Goblin_Child_Snatcher|assassination]], assisting the [[Sheriff]] (now [[Captain of the guard]]) in [[Justice|intoxicating sober dwarves]] and spending all their spare time [[Military#Training / Sparring|Sparring]].  The sparring can be a problem, in that some dwarves may receive a speedy recovery (you know the ones), but has trained himself up to an elite level - which prohibits his removal from the  payrolls of DDVA.  Thus active dwarves that can spend their time better [[Hauling|Pulling levers]], are now only assisting with some engraver who is too busy smashing something other than a [[bridge]] over a [[Chasm]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Maisoul</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31812</id>
		<title>40d:Department of Dwarven Veteran's Affairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31812"/>
		<updated>2008-12-23T00:18:05Z</updated>

		<summary type="html">&lt;p&gt;Maisoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Fortress/Royal Guard&lt;br /&gt;
| quarters=Decent [[Bedroom]]&lt;br /&gt;
| dining=Decent [[Dining Room]]&lt;br /&gt;
| office=&lt;br /&gt;
| tomb=[[Tomb]] (if you want one for them)&lt;br /&gt;
| stands=1 &lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* [[Siege|Goblins]]&lt;br /&gt;
* [[Elf|The Green Party]]&lt;br /&gt;
* [[Unfortunate Accident|Accidents]]&lt;br /&gt;
| function=&lt;br /&gt;
* Assist the [[Sheriff]]&lt;br /&gt;
* Dupe [[nobles]] into thinking they safe here and not 2&amp;quot; away from dying&lt;br /&gt;
* Killing [[Goblin|Child snatchers]]&lt;br /&gt;
* Living off the government&lt;br /&gt;
* Sparring practice&lt;br /&gt;
* Retirement for mangled champions, to stop death-by-tantrum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Department of Dwarven Veteran's Affairs''' (also known as the '''Fortress/Royal Guard'''), is an organisation dedicated to helping those brave [[dwarves]] that have become injured to the point of combat ineffectiveness, and are also relatively unskilled (so putting them into the [[Craftsdwarf's workshop]] to make +goblin bone [[bolt]]s+ until the end of time is out of the question).  They are usually &amp;lt;s&amp;gt;relieved of&amp;lt;/s&amp;gt; promoted up from their military duties due to [[Baron|Some snooty noble]] turning up and wanting to be all protected (until, of course, said [[noble]] makes one-too-many demands and find themselves in the [[Chasm|dwarven departure lounge]]).&lt;br /&gt;
&lt;br /&gt;
These dwarves who have sustained their injuries in whatever way (through physical combat, [[goblin]] snipers, [[Elves|Hippies]], sparring matches, [[Carp|The watery menace]] or otherwise), may be promoted through the military menu.  The fortress guard itself doesn't do much, apart from telling the various nobles that he is not in danger of [[Goblin_Child_Snatcher|assassination]], assisting the [[Sheriff]] (now [[Captain of the guard]]) in [[Justice|intoxicating sober dwarves]] and spending all their spare time [[Military#Training / Sparring|Sparring]].  The sparring can be a problem, in that some dwarves may receive a speedy recovery (you know the ones), but has trained himself up to an elite level - which prohibits his removal from the  payrolls of DDVA.  Thus active dwarves that can spend their time better [[Hauling|Pulling levers]], are now only assisting with some engraver who is too busy smashing something other than a [[bridge]] over a [[Chasm]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Maisoul</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31811</id>
		<title>40d:Department of Dwarven Veteran's Affairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31811"/>
		<updated>2008-12-23T00:17:37Z</updated>

		<summary type="html">&lt;p&gt;Maisoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Fortress/Royal Guard&lt;br /&gt;
| quarters=Decent [[Bedroom]]&lt;br /&gt;
| dining=Decent [[Dining Room]]&lt;br /&gt;
| office=&lt;br /&gt;
| tomb=[[Tomb]] (if you want one for them)&lt;br /&gt;
| stands=1 &lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* [[Siege|Goblins]]&lt;br /&gt;
* [[Elf|The Green Party]]&lt;br /&gt;
* [[Murder|Unfortunate Accident]]&lt;br /&gt;
| function=&lt;br /&gt;
* Assist the [[Sheriff]]&lt;br /&gt;
* Dupe [[nobles]] into thinking they safe here and not 2&amp;quot; away from dying&lt;br /&gt;
* Killing [[Goblin|Child snatchers]]&lt;br /&gt;
* Living off the government&lt;br /&gt;
* Sparring practice&lt;br /&gt;
* Retirement for mangled champions, to stop death-by-tantrum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Department of Dwarven Veteran's Affairs''' (also known as the '''Fortress/Royal Guard'''), is an organisation dedicated to helping those brave [[dwarves]] that have become injured to the point of combat ineffectiveness, and are also relatively unskilled (so putting them into the [[Craftsdwarf's workshop]] to make +goblin bone [[bolt]]s+ until the end of time is out of the question).  They are usually &amp;lt;s&amp;gt;relieved of&amp;lt;/s&amp;gt; promoted up from their military duties due to [[Baron|Some snooty noble]] turning up and wanting to be all protected (until, of course, said [[noble]] makes one-too-many demands and find themselves in the [[Chasm|dwarven departure lounge]]).&lt;br /&gt;
&lt;br /&gt;
These dwarves who have sustained their injuries in whatever way (through physical combat, [[goblin]] snipers, [[Elves|Hippies]], sparring matches, [[Carp|The watery menace]] or otherwise), may be promoted through the military menu.  The fortress guard itself doesn't do much, apart from telling the various nobles that he is not in danger of [[Goblin_Child_Snatcher|assassination]], assisting the [[Sheriff]] (now [[Captain of the guard]]) in [[Justice|intoxicating sober dwarves]] and spending all their spare time [[Military#Training / Sparring|Sparring]].  The sparring can be a problem, in that some dwarves may receive a speedy recovery (you know the ones), but has trained himself up to an elite level - which prohibits his removal from the  payrolls of DDVA.  Thus active dwarves that can spend their time better [[Hauling|Pulling levers]], are now only assisting with some engraver who is too busy smashing something other than a [[bridge]] over a [[Chasm]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Maisoul</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Maisoul&amp;diff=46596</id>
		<title>User:Maisoul</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Maisoul&amp;diff=46596"/>
		<updated>2008-12-23T00:13:14Z</updated>

		<summary type="html">&lt;p&gt;Maisoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maisoul has been quite content lately. She slept in a bedroom like a personal palace recently. She talked with a friend lately. She has been tired lately. She admired a [[unfortunate accident|sublime page]] lately.&lt;br /&gt;
&lt;br /&gt;
She is a worshipper of the Random Number God.&lt;br /&gt;
&lt;br /&gt;
She is a citizen of The Dwarf Fortress Wiki. She is a member of The Dwarf Fortress Players.&lt;br /&gt;
&lt;br /&gt;
Maisoul likes green glass, Moss Agate, java, computers, recursion, dragons for their terrible majesty and werewolves for their howls.&lt;br /&gt;
&lt;br /&gt;
She is not a risk taker. She finds helping others rewarding. She is slow to anger. She prefers that others handle the leadership roles. She dislikes confrontations. She prefers familiar routines. She tends to avoid crowds. She is open-minded to new ideas. She is put off by authority and tradition. She rarely completes tasks and is often overcome by distractions. She doesn't handle stress well. She has a good awareness of her own emotions. She lacks confidence. She takes time when making decisions.&lt;/div&gt;</summary>
		<author><name>Maisoul</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Maisoul&amp;diff=46595</id>
		<title>User:Maisoul</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Maisoul&amp;diff=46595"/>
		<updated>2008-12-23T00:09:37Z</updated>

		<summary type="html">&lt;p&gt;Maisoul: New page: Maisoul has been quite content lately. She slept in a bedroom like a personal palace recently. She talked with a friend lately. She has been tired lately. She admired a sublime page lately...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maisoul has been quite content lately. She slept in a bedroom like a personal palace recently. She talked with a friend lately. She has been tired lately. She admired a sublime page lately.&lt;br /&gt;
&lt;br /&gt;
She is a worshipper of the Random Number God.&lt;br /&gt;
&lt;br /&gt;
She is a citizen of The Dwarf Fortress Wiki. She is a member of The Dwarf Fortress Players.&lt;br /&gt;
&lt;br /&gt;
Maisoul likes green glass, Moss Agate, java, computers, recursion, dragons for their terrible majesty and werewolves for their howls.&lt;br /&gt;
&lt;br /&gt;
She is not a risk taker. She finds helping others rewarding. She is slow to anger. She prefers that others handle the leadership roles. She dislikes confrontations. She prefers familiar routines. She tends to avoid crowds. She is open-minded to new ideas. She is put off by authority and tradition. She rarely completes tasks and is often overcome by distractions. She doesn't handle stress well. She has a good awareness of her own emotions. She lacks confidence. She takes time when making decisions.&lt;/div&gt;</summary>
		<author><name>Maisoul</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Intimidator&amp;diff=5367</id>
		<title>40d:Intimidator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Intimidator&amp;diff=5367"/>
		<updated>2008-12-03T19:06:34Z</updated>

		<summary type="html">&lt;p&gt;Maisoul: /* Qualities of a high intimidation skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 10%; border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; width:80%; margin-bottom: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0 0.5em 0.5em; text-align: center;&amp;quot; | [[Image:Letter-D.jpg]]&lt;br /&gt;
| style=&amp;quot;padding: 0.25em 0.5em; width: 100%;&amp;quot; | This article has been rated '''D for Dwarf'''.  It includes or may include witty humour, in-jokes related to the game proper, and references to the [http://www.bay12games.com/forum/index.php  Bay12 forums].  If you miss some of the references, don't worry.&lt;br /&gt;
|}&lt;br /&gt;
[[Category: D for Dwarf]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The intimidator skill is a useful trait of the outpost broker and dwarves in particular. It is often used in trade negotiations to secure a better deal.&lt;br /&gt;
&lt;br /&gt;
== Qualities of a high intimidation skill ==&lt;br /&gt;
&lt;br /&gt;
The intimidator skill is proportionate to the length of a dwarves beard. Naturally in a dwarven kingdom the king or high ranking authorities are chosen by the length of their beard. The dwarven King is pronounced at birth by a baby having a beard length longer than its own height. Because of this reason for leadership, nobles are exempt from working because of the dangerous attributes and scenarios arising from having too long a beard in the work place. Often injuries occur when the beard is underfoot or gets caught in a pumping gear requiring quick assistance from neighbouring dwarves. Therefore nobles and Kings have devised a method of walking to avoid treading their own beards. This pattern of step includes a wider stance when walking and has the effect of causing nobles to  swagger or even waddle depending on the size of the noble's beard and waist. New styles of beard wearing has been seen in upper circles of nobility as nobles have begun to wear their beards in knots or bows with cave spider silk ribbons with the purposed showing of wide and flowing loops of beard to show of their royalty. Naturally any peasant or non-legendary dwarf caught growing their beards too long are punished by having their heads shorn and lashes given. The beard length is a long and appreciated tradition. Going back to Urist the great who was so great a King and had so mighty a beard that all dwarves in the Kingdom sought to grow their beards after his example and chose future kings based off the size of their beards.&lt;br /&gt;
&lt;br /&gt;
Sometimes a beard grows so rugged and wild that the majority of the face is covered by it, this is a desired condition known as beardism. The trait leaves only dwarven beady eyes peering out of a tangle of hair. This is seen as a very scary and an intimidating sight by most dwarves and will hasten to avoid arguments or confrontations with these said dwarves. Naturally Elves as well are frightened by excessive beard growing, as their own faces grow no facial hair at all. Therefore, they will often attempt to prove their manliness/superiority by offering better deals or elven virgins to appease an dwarven broker with a very long beard. A common practice is for a long bearded dwarf having a tough deal with an elven liason to stand still with crossed arms and to stare at the elf long enough until the elf breaks down in tears and agrees to any bargain the broker would choose to make.&lt;br /&gt;
&lt;br /&gt;
Conclusively, the intimidator skill is '''the''' prime trait a broker should always have, and even more importantly than mastery in all skills combined. An intimidating dwarf is a respected dwarf, and a respected dwarf more likely to get better deals, authority, and loyal obedience.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Broker skills]] &lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;/div&gt;</summary>
		<author><name>Maisoul</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36991</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36991"/>
		<updated>2008-07-16T21:31:21Z</updated>

		<summary type="html">&lt;p&gt;Maisoul: /* Behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURE_TIER&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode.  Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively.  It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers go upward.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows the &amp;quot;Play Now!&amp;quot; option adventure mode.  The entity must have a ADVENTURE_TIER token for this too work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
| If there is more then one CREATURE token the entity will pick one of them at random to populate when generated.{{verify}}&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUPPORT&lt;br /&gt;
|&lt;br /&gt;
* biome&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_BIOME&lt;br /&gt;
| biome&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_SITE_TYPE&lt;br /&gt;
| site type&lt;br /&gt;
| Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| WORLD_CONSTRUCTION&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_GROUP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity.&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_POP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_SITE_POP_NUMBER&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_STARTING_CIV_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_JOB&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Allows this job type to be selected by worldgen creatures.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY&lt;br /&gt;
|&lt;br /&gt;
* metal token&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&lt;br /&gt;
0-25600&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANSLATION&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CULL_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, CIV, SITE&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;
| SELECT_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to always use the words in these SYM sets.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRIENDLY_COLOR&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more stones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more types of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more gems.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDEAD_CANDIDATE&lt;br /&gt;
|&lt;br /&gt;
| Entity can be used to make the undead in ruins.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| type&lt;br /&gt;
| REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION_SPHERE&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible.&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE_ALIGNMENT&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to have a military leader.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_SITE_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allow the entity to have military minor leaders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the leader this profession, uses tileset professions.&lt;br /&gt;
[LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE_LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the minor leaders this profession, uses tileset professions.&lt;br /&gt;
[SITE_LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR&lt;br /&gt;
|&lt;br /&gt;
| Settlements have a mayor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ETHIC&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| sets the civ's view of certain behaviors, from capital punishment to completely acceptable&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WILL_ACCEPT_TRIBUTE&lt;br /&gt;
| &lt;br /&gt;
| makes the civ accept tribute from conquered sites?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WANDERER, BEAST_HUNTER, SCOUT&lt;br /&gt;
| &lt;br /&gt;
| the civ will send out these sorts of adventurers in worldgen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABUSE_BODIES&lt;br /&gt;
| &lt;br /&gt;
| Heads on pikes, possible others?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVE_SEASON&lt;br /&gt;
| season&lt;br /&gt;
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHER&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| will not attack wildlife.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABYSNATCHER&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT&lt;br /&gt;
|&lt;br /&gt;
| Sends diplomats to come and talk to you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Diplomats have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENTITY_GROUPING&lt;br /&gt;
| alignment&lt;br /&gt;
| FRIENDLY, EVIL, or NUISANCE&lt;br /&gt;
[ENTITY_GROUPING:FRIENDLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_THIEF&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Merchants have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_NOBILITY&lt;br /&gt;
|&lt;br /&gt;
| Civ has a merchant prince.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPECT_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Will not buy animal based items and is angered at the attempt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPECT_TREES&lt;br /&gt;
|&lt;br /&gt;
| Will not buy wooden items and is angered at the attempt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to invade your fortress if angered.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_CAP_DIPLOMACY&lt;br /&gt;
|&lt;br /&gt;
| Makes the entity angry if you cut down too many trees.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HELM&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANTS&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| SHOES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| WEAPON&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANIMAL_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANY_PET_RACE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CAVE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_PLANTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_WOOD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_PLANTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_WOOD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_MOUNT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PACK&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PET&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PULL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_FARMING&lt;br /&gt;
| &lt;br /&gt;
| Determines if inside farms will be generated for civ towns.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_FARMING&lt;br /&gt;
|&lt;br /&gt;
| Determines if outside farms will be generated for civ towns.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
|&lt;br /&gt;
| Allows items to be improved.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPROVED_BOWS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINOR_METAL&lt;br /&gt;
|&lt;br /&gt;
| Has a preference for weak metals. (copper)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOW_SKILL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Maisoul</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24324</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24324"/>
		<updated>2008-07-15T16:15:44Z</updated>

		<summary type="html">&lt;p&gt;Maisoul: /* Eliminating vermin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as rats, bats, and lizards which are difficult to see.  Most maps with a temperature above freezing have hundreds or thousands of vermin. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. They are mostly harmless.&lt;br /&gt;
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== Risks ==&lt;br /&gt;
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Vermin are primarily notable for their ability to accost [[dwarves]], whether by triggering deeply-buried childhood traumas or just by being annoying. Most dwarves will have [[thought]]s related to a type of vermin they really dislike, and will suffer a significant mood penalty any time they spot the vermin they hate. This mood penalty can render content dwarves unhappy, although the penalty can be offset by otherwise good living conditions.&lt;br /&gt;
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Some vermin will also eat any food in [[stockpile]]s they can manage to get a hold on, causing [[wear]] on that [[food]]. Food that has been protected in [[barrel]]s will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.  Some particularly tenacious vermin, such as lizards, can work their way through weak containers; [[metal]] [[barrel]]s are over ten times more effective at keeping your food safe, although you can never fully protect your food from these voracious critters.&lt;br /&gt;
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== Catching vermin ==&lt;br /&gt;
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Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] tells a [[trapper]] to seek out and catch a vermin animal inside one of these traps. The animal will then be brought to an animal [[stockpile]].&lt;br /&gt;
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Vermin can be [[tame]]d by anyone with the [[animal training]] labour preference at a kennel. Tame vermin can then be offered for claiming as pets on the {{key|z}} Status screen under the Animals submenu. However, tame vermin will only be claimed by those dwarves who admire those vermin.&lt;br /&gt;
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== Meat group ==&lt;br /&gt;
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Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by some people whose [[preference]]s swing that way.&lt;br /&gt;
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People who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with [[cat]]s, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.  If they are not tamed, it may be best to just butcher the cats for food.&lt;br /&gt;
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== Extracts from vermin ==&lt;br /&gt;
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Certain vermin, such as the fire snake, can be used to make [[extracts]]. At present, most extracts have no actual use in the game.{{version|0.27.176.38c}}&lt;br /&gt;
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== Eliminating vermin ==&lt;br /&gt;
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[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress and surrounding lands killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.27.176.38c}}  This reduces or eliminates the possibility of dwarves receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud. Vermin caught and killed in closing doors commonly leave [[blood]] and [[blood|ichor]] behind which, if unchecked, can be tracked all over your fortress by your dwarves and other pets.&lt;br /&gt;
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Another method of controlling vermin is by building animal traps and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a [[cage]] so that the trap may be used again.&lt;br /&gt;
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== List of vermin ==&lt;br /&gt;
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Most catchable fish are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. [[Extracts]] are presently useless except for trade.{{version|0.27.176.38c}} Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]).&lt;br /&gt;
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=== All biomes ===&lt;br /&gt;
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{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
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! Name&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
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|Toad||10||Spawns in pools, amphibious&lt;br /&gt;
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|[[Turtle]]||10||Spawns in pools, amphibious, [[fish]]able, has [[shell]]&lt;br /&gt;
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|Fly||n/a||Found in swarms, flier, rots food&lt;br /&gt;
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|Large roach||5||Eats food, sometimes nests in groups&lt;br /&gt;
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|Beetle||n/a&lt;br /&gt;
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|Ant||n/a||Forms colonies on soil&lt;br /&gt;
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|Monarch butterfly||1||Flier&lt;br /&gt;
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|Firefly||1||Flier, glows&lt;br /&gt;
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|Dragonfly||1||Flier&lt;br /&gt;
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|Lizard||10||Eats food, (carnivore)&lt;br /&gt;
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|[[Rat]]||10||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups&lt;br /&gt;
|}&lt;br /&gt;
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=== Limited biomes ===&lt;br /&gt;
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{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! [[Biome]]s&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
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|Worm||[[Taiga]] [[forest]], [[Temperate]], [[Tropical]]||n/a||Found on soil (shows as {{Tile|~|#ccc|#000}} )&lt;br /&gt;
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|Blue jay||Various temperate||30||Bird&lt;br /&gt;
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|Cardinal||Various temperate||30||Bird&lt;br /&gt;
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|Grackle||Temperate grassland and savanna||30||Bird&lt;br /&gt;
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|Oriole||Temperate [[broadleaf]] forest||30||Bird&lt;br /&gt;
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|Red-winged blackbird||Temperate [[marsh]]||30||Bird&lt;br /&gt;
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|Hedgehog||Temperate forest||10&lt;br /&gt;
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|Chipmunk||Temperate forest||10&lt;br /&gt;
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|Gray squirrel||Temperate forest||10&lt;br /&gt;
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|Red squirrel||Temperate forest||10&lt;br /&gt;
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|Fox squirrel||Savage temperate forest||100&lt;br /&gt;
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|Demon rat||Any evil||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
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|Fluffy wambler||Any good||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
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|Two-legged rhino lizard||Any savage||20||Eats food (&amp;quot;gnawed&amp;quot;), exotic pet&lt;br /&gt;
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|Knuckle worm||Any evil||100||Rots food, exotic pet&lt;br /&gt;
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|[[Phantom spider]]||Any evil forest||n/a||Makes webs, bites to inject paralyzing venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
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|Acorn fly||Any savage||n/a||Found in swarms, flier, rots food&lt;br /&gt;
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|Blood gnat||Any evil||n/a||Found in swarms, flier, rots food&lt;br /&gt;
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|[[Moghopper]]||Any savage||20||Spawns in pools, amphibious, [[fish]]able, summer only, [[extracts|extract]] is mog juice&lt;br /&gt;
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|Fairy||Main good||10||Flier, glows&lt;br /&gt;
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|Pixie||Main good||n/a||Found in swarms, flier, glows&lt;br /&gt;
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|[[Cave spider]]||Subterranean [[water]] and [[chasm]]||n/a||Makes webs, bites to inject intermittently stunning venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
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|Fire snake||Subterranean [[magma|lava]]||1||Exotic pet, [[extracts|extract]] is liquid fire&lt;br /&gt;
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|Olm||Subterranean water||1||Exotic pet&lt;br /&gt;
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|Bat||Subterranean chasm||30||Flier, sometimes nests in large groups&lt;br /&gt;
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| [[Purring maggot]] ||Subterranean chasm||*||Exotic pet, immobile, [[milk]]able for dwarven milk [[extracts|extract]], (shows as alternating {{Tile|{|#fff|#000}} and {{Tile|}|#fff|#000}} )&lt;br /&gt;
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|Cave swallow||Temperate broadleaf forest, subterranean||30||Exotic pet&lt;br /&gt;
|}&lt;br /&gt;
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''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are theoretically trappable and tameable, but have no [PETVALUE] defined. Their value might be based on their [MODVALUE]. Please verify their value when captured.''&lt;br /&gt;
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[[Category:Vermin| ]]&lt;/div&gt;</summary>
		<author><name>Maisoul</name></author>
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