It's a possibility; depends on how the worldgen plays out. At the moment the plan is to have multiple variations of at least some of the civs, which will be aggressive and warlike, like goblins, or skulking item thieves, like kobolds. I might even simplify the biomes if need be, for instance splitting forest civs into "temperate" and "tropical" instead of differentiating between wet, dry, and coniferous, etc. Aggressiveness could depend on whether the creature is a carnivore or herbivore, and whether the creature steals items. Kea-men thieves would be appropriate... I'll add this to the list!
Anyway, v.0.1.1 is up! Marine civs now stick to bodies of water, they're not quite as prosperous within their climates (BIOME_SUPPORT switched from 10 to 7) and I've revamped their ethics - they're completely willing to eat sapients now, so don't be surprised or offended when the harp seal man caravan brings you their fine ~dwarf hair earrings~.
PS. I haven't had time to test this one yet, so there may be an emergency update later if I find something truly game-breaking.
UPDATE: Okay, this is worrying. Newest version does not hinder beastfolk progress in the slightest, in fact in the current version I've just generated a world completely devoid of dwarves, with the exception of 6 animated ones in service to a necromancer. Something's not right here. I think the civs are in need of a major reorganisation.
UPDATE 2: Genned another world with the same setting, 5k dwarves survived here, as well as 2k humans and 10k goblins. No elves. I think I was just very unlucky with the last one. Still gonna reorganise the civs though, there are SO MANY as it currently stands. I suppose it is hard not to dominate the world when they take up 14 out of 19 civilisations - they're guaranteed to be at least three quarters of all civilization.