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Author Topic: Help on fixing civilization populations  (Read 735 times)

Thorik

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Help on fixing civilization populations
« on: May 19, 2012, 05:48:10 pm »

I'm a stickler when it comes to this so bear with me.  When I'm genning worlds (I do it on every new fort) I always print out the specifications of worlds.  I'm annoyed when I see that there are 600k dwarves, 200k elves, 200k humans and 40k goblins or similar numbers.  It's usually in this order, Dwarves by a huge margin, elves, humans, goblins, kobolds (only in the 4 digits).  I removed the MULTIPLE LITTERS RARE tag from gobins in the raws, and that brings them up to 100k usually, so that helped a bit, but I want them to be more plentiful.  Is there anything I can do to increase goblin numbers up farther, and also humans?  In my mind the populations should be like this.

Humans (big margin)
dwarves or goblins
elves
kobolds

I know this is specific but I like it when things are a certain way.  Any suggested raw changes or world gen changes I could do to make future worlds have this sort of population?  Also I forgot, how do I reduce the amount of dwarves?  Is there any tag I can use to make them have children less, or to reduce the amount of females?  They breed like crazy!
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slink

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Re: Help on fixing civilization populations
« Reply #1 on: May 19, 2012, 06:38:33 pm »

Each race has a preference for terrain, so if you make a world with more of their terrain there may be more of them.  Simplistically speaking, Humans like grasslands, Dwarves like mountains, and Elves like forests.  Goblins may be the only ones who can tolerate evil terrain.  I had a medium region with only one Dwarven civ because almost all of the mountains were evil.

The following is from the raws, and the numbers after the biomes indicates preferences for when a civ is spreading from the starting city.

Dwarves
   [START_BIOME:MOUNTAIN]
   [BIOME_SUPPORT:ANY_FOREST:1]
   [BIOME_SUPPORT:MOUNTAIN:3]
   [BIOME_SUPPORT:ANY_GRASSLAND:1]
   [BIOME_SUPPORT:ANY_SAVANNA:1]
   [BIOME_SUPPORT:ANY_SHRUBLAND:1]
   [BIOME_SUPPORT:ANY_RIVER:1]

Elves
   [START_BIOME:ANY_FOREST]
   [BIOME_SUPPORT:ANY_LAKE:1]
   [BIOME_SUPPORT:ANY_FOREST:3]
   [BIOME_SUPPORT:ANY_RIVER:1]

Humans
   [START_BIOME:ANY_GRASSLAND]
   [START_BIOME:ANY_SAVANNA]
   [START_BIOME:ANY_SHRUBLAND]
   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_DESERT:1]
   [BIOME_SUPPORT:ANY_FOREST:2]
   [BIOME_SUPPORT:ANY_OCEAN:12]
   [BIOME_SUPPORT:ANY_LAKE:3]
   [BIOME_SUPPORT:ANY_GRASSLAND:3]
   [BIOME_SUPPORT:ANY_SAVANNA:2]
   [BIOME_SUPPORT:ANY_SHRUBLAND:2]
   [BIOME_SUPPORT:ANY_RIVER:4]

Goblins
   [START_BIOME:ANY_LAND]
   [BIOME_SUPPORT:ALL_MAIN:1]
   [BIOME_SUPPORT:ANY_RIVER:1]
and they use evil plants and animals.
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Thorik

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Re: Help on fixing civilization populations
« Reply #2 on: May 20, 2012, 12:47:19 am »

Thankyou.  If the goblins can be supported by any terrain or whatever how come they have so few numbers?  What changes should I make I'm lost :(
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Garath

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Re: Help on fixing civilization populations
« Reply #3 on: May 20, 2012, 06:11:04 am »

That's usually because goblins tend to get into wars and sometimes lose them. I made it once so goblins lived in cities instead of dark fortress and pretty much every town was empty and destroyed. The opposite has happened too, with human civs completely populated with goblins
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GreatWyrmGold

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Re: Help on fixing civilization populations
« Reply #4 on: May 20, 2012, 08:19:43 am »

Goblins get into tons of wars with everyone. Oddly enough, fighting wars with every nation you come across drastically decreases your population.
Dwarves live in mountains. Not a lot of other races like living in mountains.
Elves are immortal (well, unaging), and breed as fast as other races, so it adds up. Try increasing the age at which they become adults.
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iofhua

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Re: Help on fixing civilization populations
« Reply #5 on: May 20, 2012, 01:28:07 pm »

Where would I go to modify the goblin civ? I found the Raw folder in dwarf fort, and see a bunch of different creature files in .txt format, but I don't see anything related to goblins.

I would love to see more goblins too. I wish I could add specific civs in advanced world generation, I would put like 10 goblin starting civs and like 1 of everyone else.
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slink

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Re: Help on fixing civilization populations
« Reply #6 on: May 20, 2012, 04:04:29 pm »

Goblin civilization, and the other civilizations, are in entity_default.txt
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GreatWyrmGold

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Re: Help on fixing civilization populations
« Reply #7 on: May 20, 2012, 06:10:39 pm »

Goblin creature raws--what you'd need to open to change things like how fast they grow up--are in creature_standard. Same with elves, to decrease growth rate.
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iofhua

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Re: Help on fixing civilization populations
« Reply #8 on: May 20, 2012, 06:56:49 pm »

Thanks!

I replaced multiple litter rare with the following:

[LAYS_EGGS]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
         [EGG_SIZE:4000]
         [CLUTCH_SIZE:100:200]

It worked! My world is filled with goblins!
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slink

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Re: Help on fixing civilization populations
« Reply #9 on: May 20, 2012, 07:36:36 pm »

*giggles*  Goblin-egg omelettes, anyone?
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Almost losing is sometimes fun.