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Editing User:JohnnyMadhouse

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*Add [AQUATIC] and [IMMOBILE_LAND] tags to everything, remove [ARENA_RESTRICTED] and [FLIER], then air-drown ten of both genders to get a decent range of results. Both genders are important for determining sex-based differences like antlers (ex: Elk).
 
*Add [AQUATIC] and [IMMOBILE_LAND] tags to everything, remove [ARENA_RESTRICTED] and [FLIER], then air-drown ten of both genders to get a decent range of results. Both genders are important for determining sex-based differences like antlers (ex: Elk).
 
*Make sure all industry pages are masterwork for new players.
 
*Make sure all industry pages are masterwork for new players.
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==Criticism==
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Eviscerate me over on my talk page!
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==Butchery stuff==
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<nowiki>|meat=|fat=
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|eyes=0|lung=2|heart=1
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|intestines=1|liver=1|tripe=1
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|sweetbread=1|spleen=1|kidney=2|brain=1
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|ivory=0|hoofs=0|horns=0|bones=|skulls=1|hide=Yes|valm=</nowiki>
  
 
==Ideal fortress==
 
==Ideal fortress==
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*Glass castle above ground.  
 
*Glass castle above ground.  
 
*Endless parties.
 
*Endless parties.
 
==Mod Ideas==
 
'''Golem Fortress''': A breeding pair of 'architect' castes without the ability to effectively do physical labor but with the ability to craft trade goods and golems and natural skill in mechanics. Impossible unless Toady makes it possible to create working creatures at workshops.
 
 
Golems can be constructed from wood, stone, or metal and do not normally have the ability to learn, but do have natural skill in various domains. Wood golems could be farmers, plant gatherers, fishers, and hunters. Stone golems could be miners and smelters. Metal golems made of weapons-grade material would have natural combat skills, ascending from copper to steel. Adamantine golems would have natural skills in all areas, and also have the ability to learn and even craft golems.
 
 
Golems would require a great deal of material to craft in most cases. At least five bars of metal would be required for metal golems. Wood golems could use maybe three logs, and stone golems three boulders. Mechanisms would also be required.
 
 
There could be multiple types of each golem caste: architect castes could use more material to construct larger golems. Massive military golems might require fifteen bars of metal or so. Colossal golems could be constructed one part at a time, i.e. 'make colossal golem arms' and so on, then assembled with a custom reaction using all the pre-made parts.
 
 
More in depth: there could be a possible golem caste with the ability to learn via one unit of adamantine thread used in construction as a 'nervous system'.
 
 
Particularly powerful golems would become mega-projects in themselves. An intelligent colossal steel golem that requires an adamantine thread in each of its parts would be incredibly expensive to make, but also incredibly worth it as a fortress defender.
 
 
'''Fungus Defense''': play as plump helmets against marauding armies of dwarves. A single breeding caste of non-differentiated mushroom would give birth to various sub-types of mushroom, each with different abilities.
 
 
Spawn mushrooms (Genome Queens?) would be large and slow and give birth to multiple young or random castes frequently. They would be fairly defenseless and not have a striking attack.
 
 
Plump Helmet Men would be the most basic unit of mushroom man. They would be eternal children, and dwarves would be given the child-snatcher tag to encourage dwarves to sneak into your forts and steal plump helmets. 
 
 
Rock Lichens would be natural miners capable of digging fortresses fairly quickly.
 
 
Liverbane Mushrooms would have natural biting skill and no arms. Their only purpose would be to die defending the fortress. They would have a syndrome injection attack through their bite capable of destroying livers nearly instantly, and generally causing misery for affected dwarves. THis pain might be what turns the tables for the
 
 
Steel-toed Mushrooms, which have naturally tough skin and a goring attack with their 'legs'. They are naturally good at kicking.
 
 
More Castes!
 

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