The Toads were meant to be dependent on outside traders, pet Yoshis, and power-up foods, but perhaps I did take it a bit too far. I started to have second thoughts when I realized that no stone also means no millstone, which means no flour or sugar, which means no cake mix, which means that you can't do the special cooking interactions that will play a major part in the Toad's wealth production and combat ability boosting.
If you do make sure to embark in an area with lots of nearby friendly civs, do they send traders? I didn't have enough time to test if they actually would show up and bring the items they were supposed to. The mole people in particular don't really have anything
except mining equipment, so I figured they would always bring it.
Thing is, I don't want the Toads actually living underground, and when you can mine, underground fortresses are a lot easier to make than above-ground ones. At any rate, I'll see what I can do about picking up the Toad's game. Is there any way to make a pick that digs less effectively?
Do Yoshis eat from stockpiles? I saw they got hungry and more-or-less assumed they would. They are able to speak, which seems to be the deciding factor (and if they can't speak, they begin relentlessly devouring every nearby civ). I'd rather them have a high upkeep and make them more useful than make them not require food - first off, I want to give them their own power-up foods like Yoshi Cookies, and second, they are the original big eaters, after all! I'm going to be changing the Yoshis somewhat at any rate, since currently there's no way to 'milk' them for the extremely useful Yoshi-Ade and Red Essence (yes, Red Essence is made from Yoshis. I checked.)
Thanks StephenReiken, I'll check out what I can use from your mod. Though I should point out that I don't really like overdoing castes, especially for civilized races - just a stylistic choice, I prefer to vary them through equipment and upgrades instead.
Playing as shyguys is pretty interesting, one thing to note, when you select 'find anything' from the subcon door, it'll sometimes make block crafts like rings and amulets, these have no value, as the base material of blocks also have no value, you should probably take them out, as they just started accumulating after a while with no use and no where to go.
A good point. That is why the 'Dump into Subspace' option is there, so that you could get rid of the accumulating objects that you had no use for, but perhaps including worthless crafts wasn't a good idea.
Koopas should also have a minor, peaceful civilization. As shown by Paper Mario where there was Koopa Village.
I played with this option a bit - I don't really like DF's system of babysnatchers vs. non-babysnatchers, it seems too rigid and I'd like to see civs of Toads and Koopas getting along peacefully on occasion. While it would be possible to make multiple civs with the same creatures (I actually considered making three different Shyguy civs - regular, babysnatcher, and item thief - so that you could have them trading with everybody as well as stealing from everybody) I'm deciding against it, at least for now (Goombas and Bob-ombs have also been shown to have peaceful variants, and things could get confusing fast if everyone gets to play both sides of the fence). Throughout most of the series, Koopas and their allies have been the bad guys, and since they're actually canon babysnatchers, I just split the races into two main groups (and Shyguys). However, since Koopas and the other minor 'bad-guy' races aren't 100% evil in the way that goblins are, you'll often find them hanging around peacefully in Toad-civ cities in Adventure Mode.
EDIT: I fixed the Tanooki problem and put up the new download. Don't know how that one got through. I should probably start testing with the MW files alone instead of testing all of my mods in the same worlds at the same time