Sorry if it was suggested before, but it could be interesting to add some kind of workshop that would let you to prepare poisons from plants and to impregnate some weapons and arrows with it, getting a deadly arsenal without needing steel and other powerful metals.
Greetings
The Dwarfs have both poisons and runes, which work exactly like what you are requesting.
I reckon that Goblins should have their own poison workshop. Maybe make them a bit better at poison than Dwarfs - it seems a natural area for Goblins to excel. Maybe if Goblin poisons are cheaper than Dwarf poisons (seems like a better way of doing it than just making Goblin poisons more powerful, since I think part of Goblin play should be a constant sense of being weaker than the Dwarfs...)
Not sure if Goblins should have runes though - doesn't seem very Gobliny to me. They might have "weapon enchantments" that were similar to runes though. Perhaps by making sacrifices to their demon masters, the Goblins could get all sorts of interesting syndrome poisons and enchantments.
Could also give an interesting angle to Goblin raids - raiding neighbouring civs to ensure a constant stream of sacrifices to keep the demons happy...
Hmm... Maybe the high-level Goblin magic building whatever it ends up getting called ("Demon Maw"?), could be a double edged sword, not only providing the fortress with powerful magic, but also requiring constant sacrifices to stop it from spawning enemy demons inside the fortress... (Only way I can think of to get anywhere close to that would be to have two versions of every reaction - a cheap "risk a demon coming" version and an expensive "add sacrifice for safety" version.)
You can also have a race/caste as a requisite for a given position.
I use this to make sure babysnatched drow don't grow up to be the Great Clanfather, for example.
OK, wow, no idea you could do this... So we could not only have demon kings ruling the Goblins, but the rest of the goblin nobility only being open to demons, necromancers and uruks?
And I am glad people are liking the idea of goblin rustlers.
Also, some more ideas:
*Restrict the goblin basic crops to crops that grow in evil biomes (seems to me that Goblins should have some reason to seek out evil places to settle without making the evil of evil biomes any less - anyone think of any other ideas for how to do this?)
*The Goblin plugin would add some evil weather types to good areas - I think it would be fitting to have my Goblins' skins melt off first time they were caught out in the rain in a good biome.
*Add some nasty monsters to good biomes when the Goblin plugin was activated - so instead of only having to face unicorns, goblins would have to face ANGRY unicorns who want to rip their faces off...
EDIT: In addition to angry unicorns, how about facehugger fairies attacking goblins?
I need to learn how to mod this game faster so I can actually write this plugin and play it...
fasquardon