Thank you!
The attempt was at making above ground tribes like the animal people in the underground except with something new. Suppose that can't work, now can it?
Well i was just thinking this out, but push a non hostile animal-men race into caves, set some biome compatible areas and high banditry so that they form nomadic camps (camps that will bother you/form criminal gangs) WITHOUT [LOCAL_BANDITRY] so that the groups aren't necessarily malicious. That is unless you simply wait for toady to shift focus and give the subject tlc (which is unlikely to happen since its not a core goal of the law/property arc)
Kolbold sites (if they aren't abandoned by toady totally for a later arc) should make settled caves much more interesting but as it stands, the areas will not be interesting to visit even while inhabited by your race so building a established fortress. If the creatures are kleptomaniac food/drink thieves, then that could be interesting.
ehh, here's something i made for you that should work (on paper atleast) i've left some areas blank (or as you might say, open to improvement) so you can fill them in yourself with the content you want to specify.
[ENTITY:CAVE]
[SITE_CONTROLLABLE]
[ALL_MAIN_POPS_CONTROLLABLE]
[CREATURE:BEAR_BLACK_MAN] <-- not as huge as grizzly bear men which are more than twice the height of a dwarf (polar bear men are as big as a troll)
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
~ snip etc. etc. with usual armor weapons etc.~
[CLOTHING]
[SELECT_SYMBOL:SITE:PRIMITIVE]
~ snip, symbol tags for naming onwards this point, 'primitive' used here would name the site in 'primitive' words, and culling symbols removes those names from the pool (such as goblins use evil names for things)~
[STONE_PREF]
[WOOD_PREF]
[WOOD_ARMOR]
[OUTDOOR_WOOD]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
~snip common animals if any~
[ART_IMAGE_ELEMENT_MODIFIER: *A sphere or child of a sphere*] <--- Trees are a child of Plants which is a sphere, so a race that barely ever sees or worships trees as interesting like dwarves will add them to improvements.
~ snip - And item improvements, up to you~
[DEFAULT_SITE_TYPE:CAVE]
[LIKES_SITE:CAVE]
[TOLERATES_SITE:CAVE_DETAILED]
[EXCLUSIVE_START_BIOME:ANY_TEMPERATE_FOREST] <- must be a cave in a forest, this stops largely overpopulation of cave civs chewing up civ slots
[SETTLEMENT_BIOME:ANY_TEMPERATE_FOREST]
[SETTLEMENT_BIOME:FOREST_TAIGA]
[BIOME_SUPPORT:ANY_FOREST:1]
[BIOME_SUPPORT:FOREST_TAIGA:2]
[BIOME_SUPPORT:ANY_TEMPERATE_FOREST:3]
[ACTIVE_SEASON:SUMMER] <-- because bears and they retreat for the winter, up to you really
~ nobility & bodyguard junk ~
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000] <-- can be altered to be much lower, default
[MAX_SITE_POP_NUMBER:120] <-- same, unless you want like 70 odd sixty bears per cave then push out 30 into bandit population
[RELIGION:PANTHEON] <-- Not nessecary, but will work, elven nature feature worshipping is also legit.
[RELIGION_SPHERE:FOOD] <-- Bears are food stealers, seems appropriate
~ Roles, jobs and reactions below this point ~
~ Ethics & Values (i recommend if you're going to have your civ stealing a lot to set theft to "IF_NO_REPERCUSSIONS"~
[BANDITRY:40] <--- creates bandits out of the population, i've knocked this down a teeny bit below goblins, no accompying [LOCAL_BANDITRY] should in theory make these bandits not hostile towards invaders.
~ Nobles & landowners (optional, not sure how cave civs nobles are generated) landowners will arrive like good ol' dwarven landowners to take ownership over or co-operatively with the site leader depending how you define it, to say if a new cave/player site was settled by bear men when they reach a existing population threshold.
[POSITION:EXPEDITION_LEADER] <----- existing or slight variation of this noble is [b][u]REQUIRED[/u][/b] to play site mode, references to mayors have been removed because that's buggy & causes crashes
[NAME:expedition leader:expedition leaders]
[SITE]
[NUMBER:1]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
Sorry if that's a lot of information at once but that's a skeleton of a non kobold cave dwelling race, there might be bits im forgetting about but that's generally all there is to it.
> Some confirmation on whether [USE_MINOR_METALS] from 20d is still in circulation & whether you could set a player fortress/monument as a 'like' or tolerate site would be appreciated. Just cruising through old token tags and it caught my interest.