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Editing DF2014:D init.txt/raw

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Use these to control the automatic saving behavior in the dwarf fortress mode of the game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.
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Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.
  
 
[AUTOSAVE:NONE]
 
[AUTOSAVE:NONE]
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[STRICT_POPULATION_CAP:220]
 
[STRICT_POPULATION_CAP:220]
  
This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregnancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.
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This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.
  
 
[BABY_CHILD_CAP:100:1000]
 
[BABY_CHILD_CAP:100:1000]
 
You can set the maximum number of visitors to your fort here.  This does not include merchants, diplomats, animals or invaders, but only those either dropping by for a temporary visit to a tavern, library or temple, or those seeking permanent employment.  Once you accept a petition from a visitor to stay at your fort, they no longer count against the cap, even if they never become a full citizen.  Certain traveling groups (e.g. quester parties) may also push slightly over the cap.
 
 
[VISITOR_CAP:100]
 
 
You can set the maximum number of soldiers allowed to invade in serious invasions with these numbers.  This doesn't affect smaller raids or mounts, and ambushers and other special units will also ignore the cap.  Set INVADERS to NO above if you don't want invaders -- a cap of zero will be ignored here.
 
 
[INVASION_SOLDIER_CAP:120]
 
[INVASION_MONSTER_CAP:40]
 
  
 
Use the specific seed cap to set the maximum number of seeds of each kind generally allowed in the fortress.  Use the fortress seed cap to control the overall number of seeds allowed.  Seeds over the global cap will be periodically removed, starting with the oldest and most worthless seeds.
 
Use the specific seed cap to set the maximum number of seeds of each kind generally allowed in the fortress.  Use the fortress seed cap to control the overall number of seeds allowed.  Seeds over the global cap will be periodically removed, starting with the oldest and most worthless seeds.
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[NICKNAME_ADVENTURE:REPLACE_FIRST]
 
[NICKNAME_ADVENTURE:REPLACE_FIRST]
 
[NICKNAME_LEGENDS:REPLACE_FIRST]
 
[NICKNAME_LEGENDS:REPLACE_FIRST]
 
Set this number to scale how often grazing animals need to eat.  Larger numbers mean less food is necessary.  Metabolism is always set according to the 3/4ths power of size.
 
 
[GRAZE_COEFFICIENT:100]
 
 
Set these to control how subgroups form and develop in the fortress.
 
 
[PRIESTHOOD_UNIT_COUNTS:10:25]
 
[TEMPLE_VALUE_LEVELS:2000:10000]
 
[GUILD_UNIT_COUNTS:10:25]
 
[GUILDHALL_VALUE_LEVELS:2000:10000]
 

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