I dont think that I've missed anything, heres what I've got.
code:
[<Region>_SETTLEMENTS] Insert MOUNTAIN, PLAINS, FOREST, or EVIL so that the civilizations will
generate in regions of that sort. Other regions possible?
[CIV_CONTROLLABLE] Makes this civ controllable in Fortress Mode.
Unknown as to how the game acts if multiple entities have this flag.[INDIV_CONTROLLABLE] Allows you to play as a unit of this race in adventure mode even if there are no settlements.
[CREATURE:<Creature>] Defines what creature the civilization is made out of as defined in a
CREATURE file. As far as I can tell, if you put multiples, each settlement will be exclusively one race or the other.
[TRANSLATION:<Language>] What language to use. Will detect new laguages if you name the files correctly.
[DIGGER: <Weapon>] What weapon miners of this race use, ITEM_WEAPON_PICK is default,
have not tested other weapons.
[<Type>: <Item>] <Type> is the category of item (for refrencing the correct
file presumably) and <Item> is the name of the item in the
ITEM_WEAPON_AXE type format
[AMMO: ITEM_AMMO_<BOLTS>] What sort of ammo this weapon uses, if any. Indented one tab under the
appropriate weapon.
[SEIGER] This entity lays sieges
[CLOTHING] This entity wears clothes
[SUBTERRANEAN_CLOTHING] This entity wears subterranean clothing
[CURRENCY_BY_YEAR] Don't know
[CURRENCY:<Material>:<Value>] <Material> is what sort of coin (COPPER, SILVER, etc.) and <Value> is the
value of this coinage in the economy (I think). Coppers are by default 1.
Non standard metals possible? Make use of those "commemorative" coins in the
economy?
[SELECT_SYMBOL:ALL:<Type>] Include all words in the fort name and unit name generation from a given
category (FLOWERY, NATURE, PRIMATIVE, HOLY, EVIL, NEGATOR, MAGIC, VIOLENT,
PEACE, UGLY, DEATH, OLD, UNTOWARD, SUBORDINATE, LEADER, NEW, DOMESTIC, MYTHIC,
ARTIFICE, COLOR, MYSTERY, NEGATIVE, ROMANTIC, ASSERTIVE, AQUATIC, PROTECT,
RESTRAIN, THOUGHT, WILD, NAME_SWAMP, NAME_FOREST, NAME_DESERT, NAME_MOUNTAINS,
NAME_OCEAN, NAME_GLACIER, NAME_TUNDRA, NAME_GRASSLAND, NAME_HILLS, NAME_REGION,
NAME_CAVE, NAME_EARTH, NAME_LAKE, NAME_ENTITY_KINGDOM, NAME_ENTITY_TOWN_FOUNDER,
GOOD). All found in the language_SYM file.
[CULL_SYMBOL:ALL:<Type>] Don't include any words in fort name and unit name generation from the
aforementioned categories.
[<Material>_Pref] Units in entity like things made of this material. Dwarves have METAL for
example. Least, thats what I think it is. Maybe they prefer to make things
out of this material instead.
[INDOOR_FARMING] Entity uses indoor farms
[OUTDOOR_FARMING] Entity uses outdoor farms
[USE_CAVE_ANIMALS] Entity uses cave animals
[USE_ANIMAL_PRODUCTS] Entity uses things made from animals
[USE_EVIL_ANIMALS] Entity uses evil animals
[COMMON_DOMESTIC_PACK] Uses animals as a pack animal
[COMMON_DOMESTIC_PULL] Uses animals to pull stuff
[COMMON_DOMESTIC_MOUNT] Uses animals as mounts
[COMMON_DOMESTIC_PET] Uses animals as pets
[RIVER_PRODUCTS] Seems obvious, but not quite sure what it does in game terms
[OCEAN_PRODUCTS] Seems obvious, but not quite sure what it does in game terms
[BABYSNATCHER] Steals babies
[NUISANCE] Sends theives and other stuff (?)