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Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the "ENTITY:" identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of "nested" tokens.
 
Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the "ENTITY:" identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of "nested" tokens.
  
"[CREATURE:]" links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and, therefore, the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the "CREATURE:DWARF" entry in entity_default.txt with "CREATURE:ELF" and you would be marching elves around in fortress mode, although they would still use dwarven technology, language and names and so forth. Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect; it will pick only one of the defined creatures at random to use for the civ. Later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.
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"[CREATURE:]" links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and, therefore, the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the "CREATURE:DWARF" entry in entity_default.txt with "CREATURE:ELF" and you would be marching elves around in fortress mode, although they would still use dwarven technology, language and names and so forth. Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect; later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.
  
 
"[TRANSLATION:]" defines the language file that the entity will be using, which will determine what their untranslated words are for things. This doesn't determine which words they use for naming things, only the way those words are spelled. The default language files are HUMAN, DWARF, ELF, and GOBLIN.
 
"[TRANSLATION:]" defines the language file that the entity will be using, which will determine what their untranslated words are for things. This doesn't determine which words they use for naming things, only the way those words are spelled. The default language files are HUMAN, DWARF, ELF, and GOBLIN.

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