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Editing v0.31:Entity token

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| START_GROUP_NUMBER
 
| START_GROUP_NUMBER
 
| number
 
| number
| Number of breeding couples to start with per entity. Helps give a boost to weaker civs by giving them more cannon fodder at the beginning of their histories, and better genetic diversity (if that's modeled for that particular creature). Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not be very likely to survive. As of 40d, although many had problems getting such civilizations to survive, there are those who have demonstrably and repeatedly done so. Presumably if the civ-starting code can't place breeding couples, it doesn't start the civ. However, because the children never grow up, the civ is limited to its original individuals).
+
| Number of breeding couples to start with per entity. Helps give a boost to weaker civs by giving them more cannon fodder at the beginning of their histories, and better genetic diversity (if that's modeled for that particular creature). Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not be very likely to survive. As of 40d, although many had problems getting such civilizations to survive, there are those who have demonstrably and repeatedly done so. Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ. However, because the children never grow up, the civ is limited to its original individuals).
 
[START_GROUP_NUMBER:10]
 
[START_GROUP_NUMBER:10]
  
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| MAX_SITE_POP_NUMBER
 
| MAX_SITE_POP_NUMBER
 
| number  
 
| number  
| Max population per individual site. Generic site types will not hold any more than this number of entities - must be at least 80 for towns to be generated.  In general, lower pop numbers mean more sprawl, and higher numbers mean more needing to crawl when entering town stores, which are not affected by this cap. Defaults to 50.
+
| Max population per individual site. Generic site types will not hold any more than this number of entities.  Must be at least 80 for towns to be generated.  In general, lower pop numbers mean more sprawl, and higher numbers mean more needing to crawl when entering town stores, which are not affected by this cap. Defaults to 50.
 
[MAX_SITE_POP_NUMBER:200]
 
[MAX_SITE_POP_NUMBER:200]
  
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| RELIGION_SPHERE
 
| RELIGION_SPHERE
 
| sphere
 
| sphere
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.
+
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.
  
 
[RELIGION_SPHERE:FORTRESSES]
 
[RELIGION_SPHERE:FORTRESSES]
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*reaction
 
*reaction
 
| Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.
 
| Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.
Ex: [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
+
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
  
 
|-
 
|-
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| OCEAN_PRODUCTS
 
| OCEAN_PRODUCTS
 
|
 
|
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade.
+
| Allow civ to use ocean products in the goods it has available for trade.
  
 
|-
 
|-

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