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| {{text anchor|CREATURE}}
 
| {{text anchor|CREATURE}}
 
| creature
 
| creature
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. It should be noted that civilizations are in general weighted by this token: for example, if you have one entity with three [CREATURE:DWARF] tokens and another separate entity with a single [CREATURE:ELF] token, then you can expect to see three times as many of the former placed as the latter (assuming enough unclaimed [START_BIOME:X] space remains). Note that spawn rates are also limited by unclaimed biome space - if an entity can only spawn in a rarer set of biomes (only LAKE_TROPICAL_SALTWATER for example) then their spawn rate will end up being limited by the remaining unclaimed space in that biome type rather than the number of [CREATURE:X] tokens present in the entity raw.
+
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. It should be noted that civilizations are in general weighted by this token: for example, if you have one entity with three [CREATURE:DWARF] entries and another separate entity with a single [CREATURE:ELF] entry, then you can expect to see three times as many of the former placed as the latter.{{Verify}}
 +
 
 
|-
 
|-
 
| {{text anchor|SOURCE_HFID}}
 
| {{text anchor|SOURCE_HFID}}
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== Placement ==
 
== Placement ==
 
Entity spawning during world gen is influenced by several factors:
 
* The "[[Advanced world generation#Number of Civilizations|Number of Civilizations]]" world gen setting places a hard limit on the total number of entities spawned.
 
* The "[[Advanced world generation#Playable Civilization Required|Playable Civilization Required]]" world gen setting forces at least one of each [[Entity token#SITE_CONTROLLABLE|SITE_CONTROLLABLE]] entity to spawn (presumably still limited by "Number of Civilizations").
 
* The number of <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens present in an entity modifies its chance of spawning. An entity containing more <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens will spawn more often (assuming other requirements are met) and may even block entities with fewer <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens from spawning altogether. You can use [SELECT_ENTITY:VANILLA_ENTITY_X] followed by any number of duplicate <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:VANILLA_CREATURE_X] tokens to attempt to balance the spawn rates of the existing vanilla entities with any custom multi-creature entities you may add.
 
* The number of unclaimed [[Entity token#START_BIOME|START_BIOME]] or [[Entity token#EXCLUSIVE_START_BIOME|EXCLUSIVE_START_BIOME]] tiles remaining in the world limits the spawn rate for an entity and allows entities to block each other's spawns. If there is no "starting" [[Biome token|biome]] space left for an entity then it will not spawn and the game will try to spawn a different entity instead. This means that, on average, an entity that can start in ALL_MAIN [[Biome token|biomes]] will spawn more frequently than one that can start only in LAKE_TROPICAL_SALTWATER [[Biome token|biomes]]. This also means that entities whose starting [[Biome token|biomes]] do not overlap will not block each other's spawns.
 
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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| {{text anchor|START_BIOME}}
 
| {{text anchor|START_BIOME}}
 
| [[Biome token|biome]]
 
| [[Biome token|biome]]
| Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.
+
| Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome.
 
[START_BIOME:ANY_FOREST]
 
[START_BIOME:ANY_FOREST]
  
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| {{text anchor|EXCLUSIVE_START_BIOME}}
 
| {{text anchor|EXCLUSIVE_START_BIOME}}
 
| [[Biome token|biome]]
 
| [[Biome token|biome]]
| The birth of the civilization can occur in this biome, but cannot (necessarily) build in it. If the civ does not have SETTLEMENT_BIOME or START_BIOME for the biome in question, it will only construct a single settlement there. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.
+
| 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.
 
[EXCLUSIVE_START_BIOME:MOUNTAIN]
 
[EXCLUSIVE_START_BIOME:MOUNTAIN]
  
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| {{text anchor|DEFAULT_SITE_TYPE}}
 
| {{text anchor|DEFAULT_SITE_TYPE}}
 
| site type
 
| site type
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS  (creates a civ of hillocks only), and MONUMENT (creates a civ without visible sites (except tombs and castles), but may cause worldgen crashes). FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. It also gives the civ a [[demon|special overlord]].
+
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS  (creates a civ of hillocks only), and MONUMENT (creates a civ without visible sites (except tombs and castles), but may cause worldgen crashes). FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions. [DEFAULT_SITE_TYPE:CAVE_DETAILED]
+
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
  
 
|-
 
|-
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| number
 
| number
 
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.
 
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.
[MAX_POP_NUMBER:10000]
+
[MAX_POP_NUMBER:500]
  
 
|-
 
|-
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| number  
 
| number  
 
| Max historical population per individual site. Defaults to 50.
 
| Max historical population per individual site. Defaults to 50.
[MAX_SITE_POP_NUMBER:120]
+
[MAX_SITE_POP_NUMBER:200]
  
 
|-
 
|-
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| number
 
| number
 
| Max number of civ to spawn at world generation. Worldgen picks entities in some sequential order from the raws, and once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over the civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.
 
| Max number of civ to spawn at world generation. Worldgen picks entities in some sequential order from the raws, and once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over the civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.
[MAX_STARTING_CIV_NUMBER:100]
+
[MAX_STARTING_CIV_NUMBER:3]
  
 
|}
 
|}
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| language
 
| language
 
| What language raw the entity uses.
 
| What language raw the entity uses.
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used. Migrants will sometimes arrive with no name.
+
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.
 
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.
 
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.
 
[TRANSLATION:DWARF]
 
[TRANSLATION:DWARF]
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| {{text anchor|BABYSNATCHER}}
 
| {{text anchor|BABYSNATCHER}}
 
|
 
|
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape. Also causes this civ to be hostile to any entity without this token.
+
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.
  
 
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.
 
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.
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| {{text anchor|INDOOR_FARMING}}
 
| {{text anchor|INDOOR_FARMING}}
 
|
 
|
| Allow use of underground plant products in the goods available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: "Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections."
+
| Allow 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.
  
 
|-
 
|-
 
| {{text anchor|OUTDOOR_FARMING}}
 
| {{text anchor|OUTDOOR_FARMING}}
 
|
 
|
| Allow use of outdoor plant products in the goods available for trade. Lack of suitable vegetation in this civilization's starting area will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: "Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections."
+
| Allow 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.
  
 
|-
 
|-
 
| {{text anchor|INDOOR_GARDENS}}
 
| {{text anchor|INDOOR_GARDENS}}
 
|
 
|
| Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade. According to Droseran: "Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ."
+
| Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade.
  
 
|-
 
|-
 
| {{text anchor|OUTDOOR_GARDENS}}
 
| {{text anchor|OUTDOOR_GARDENS}}
 
|
 
|
| Allow use of outdoor plant growths in the goods available for trade. According to Droseran: "Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ."
+
| Allow use of outdoor plant growths in the goods available for trade.
  
 
|-
 
|-
 
| {{text anchor|INDOOR_ORCHARDS}}
 
| {{text anchor|INDOOR_ORCHARDS}}
 
|
 
|
| Allows use of indoor tree growths in the goods available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit. Needs INDOOR_WOOD to function. Will cause rejections, if growths are unavailable. According to Droseran: "Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected."
+
| Allows 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 for proper work. Will cause rejections, if growths are unavailable.
  
 
|-
 
|-
 
| {{text anchor|OUTDOOR_ORCHARDS}}
 
| {{text anchor|OUTDOOR_ORCHARDS}}
 
|
 
|
| Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to function{{verify}}. According to Droseran: "Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected."
+
| Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to proper work{{verify}}.
  
 
|-
 
|-
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* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}
 
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}
 
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}
 
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}} (doesn't seem to exist in the string dump. verify)
+
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}
 
|
 
|
 
| Override creature usage tokens. Respectively:
 
| Override creature usage tokens. Respectively:
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|}
 
|}
 
== Examples ==
 
:''Main articles: [[Entity examples]]''
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
 
[[ru:Entity token]]
 
[[ru:Entity token]]

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