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Editing v0.34:Faction

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<sup>3</sup><small>Werebeasts will switch factions from whatever civilization they belong to under their normal form to a special, species-dependent faction on full moon. Different species of werebeasts will be hostile to each other.</small>
 
<sup>3</sup><small>Werebeasts will switch factions from whatever civilization they belong to under their normal form to a special, species-dependent faction on full moon. Different species of werebeasts will be hostile to each other.</small>
  
<sup>4</sup><small>A demon often takes control of a goblin civilization, and sometimes becomes the ruler of a human civilization by posing as their god.  Other demons are typically hostile.</small>
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<sup>4</sup><small>A demon often takes control of a goblin civilisation, and sometimes becomes the ruler of a human civilisation by posing as their god.  Other demons are typically hostile.</small>
  
 
Due to their {{token|BABYSNATCHER|entity}} tag, [[goblin]]s will be almost always at war with other [[civilization]]s; [[megabeast]]s and [[semi-megabeast]]s are neutral toward each other, but will try to kill everything else they can find - whether it be in [[World generation|worldgen]], [[adventure mode]] or [[fortress mode]]. [[Undead]] creatures will attack every creature that isn't undead (or a necromancer) due to their {{token|OPPOSED_TO_LIFE|c}} tag. [[Kobold]]s are unable to speak besides in [[Creature token#UTTERANCES|utterances]] and are thus at war with everyone else - note that if you start as a kobold in Adventure Mode when they are available, you will be unable to speak to anyone and other kobolds will attack you on sight because they won't be able to talk to you either.
 
Due to their {{token|BABYSNATCHER|entity}} tag, [[goblin]]s will be almost always at war with other [[civilization]]s; [[megabeast]]s and [[semi-megabeast]]s are neutral toward each other, but will try to kill everything else they can find - whether it be in [[World generation|worldgen]], [[adventure mode]] or [[fortress mode]]. [[Undead]] creatures will attack every creature that isn't undead (or a necromancer) due to their {{token|OPPOSED_TO_LIFE|c}} tag. [[Kobold]]s are unable to speak besides in [[Creature token#UTTERANCES|utterances]] and are thus at war with everyone else - note that if you start as a kobold in Adventure Mode when they are available, you will be unable to speak to anyone and other kobolds will attack you on sight because they won't be able to talk to you either.
  
It seems that [[undead]] just ignore [[necromancer]]s or fellow undead, but the necros themselves will lash out at each other if they belong on different [[civilization]]s/[[tower]]s. This is important in adventure mode - should you learn the secrets of life and death, all zombies will become neutral to you, letting you seize the opportunity to make short work of their squishy and unarmed masters. In adventure mode, undead you raise will follow you as if they were companions; however, they will '''all''' turn neutral if you purposely attack one of them.
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It seems that [[undead]] just ignore [[necromancer]]s or fellow undead, but the necros themselves will lash out at each other if they belong on different [[civilization]]s/[[towers]]. This is important in adventure mode - should you learn the secrets of life and death, all zombies will become neutral to you, letting you seize the opportunity to make short work of their squishy and unarmed masters. In adventure mode, undead you raise will follow you as if they were companions; however, they will '''all''' turn neutral if you purposely attack one of them.
  
 
There are exceptions to the above table: most notably, foreign creatures occupying a [[noble]] position in a civ for whatever reason (e.g. demons that have impersonated a god to take control of human civs, or necromancer kings) will behave the same way any other civ member would toward your dwarves or adventurer. Hence the ludicrous possibilities for a demon to visit your fortress as a [[diplomat]] (or join you in your adventures) or a friendly necromancer inadvertently wreaking havoc on your fortress by raising corpses whenever it can. [[Berserk]] dwarves are hostile to everyone. [[Vampire]] dwarves (and humans) will also be neutral toward undead even when not confronted. You can take advantage of this, ordering your vampires to kill necros when facing a siege; a vampire can and will path toward a necro unhindered and usually beat him to death. You can also order vampires to kill zombies one by one as they won't react unless attacked.
 
There are exceptions to the above table: most notably, foreign creatures occupying a [[noble]] position in a civ for whatever reason (e.g. demons that have impersonated a god to take control of human civs, or necromancer kings) will behave the same way any other civ member would toward your dwarves or adventurer. Hence the ludicrous possibilities for a demon to visit your fortress as a [[diplomat]] (or join you in your adventures) or a friendly necromancer inadvertently wreaking havoc on your fortress by raising corpses whenever it can. [[Berserk]] dwarves are hostile to everyone. [[Vampire]] dwarves (and humans) will also be neutral toward undead even when not confronted. You can take advantage of this, ordering your vampires to kill necros when facing a siege; a vampire can and will path toward a necro unhindered and usually beat him to death. You can also order vampires to kill zombies one by one as they won't react unless attacked.

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