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Author Topic: Inducing civ extinction during world-gen?  (Read 1099 times)

Flarp

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Inducing civ extinction during world-gen?
« on: October 25, 2013, 02:04:28 am »

I'm playing around with some of the aboveground beast races, and I'd like to give them some different civs so they can have historical figures (or, more of them) and all the cool traits/options that being a civ'd race brings.

The trouble is, I'd like to preserve their uncivilized nature, since I don't intend to deviate from the feel of Vanilla DF. Killing them off automatically in world-gen seems like an attractive option, and being members of a long-collapsed society is a nice bit of flavor for the otherwise kinda-bland animal men.

So: are there any good ways to intentionally exterminate a civ in world gen, and if so, can individual members of that civ's race still be encountered? Can a creature associated with a civ/entity type ever be encountered "in the wild", so to speak, or not as a member of any civ?
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Zorbeltuss

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Re: Inducing civ extinction during world-gen?
« Reply #1 on: October 26, 2013, 10:36:54 am »

I also have an interest in this. I want to have a Civ with exotic metallurgy and items as a dead civ, so one can explore ruins. for fun(!) and profit.

/Zorbeltuss
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Re: Inducing civ extinction during world-gen?
« Reply #2 on: October 26, 2013, 12:19:29 pm »

Have a civ with 100% Banditry - 100% of population are little bands of "nomads" out in the wilds.  Sure they breed like crazy, but any "fearsome beast" attacks scatter them to the four winds.  Enough megabeasts and a low enough birthrate will eventually kill the civ outright, but you'll also need a couple kidnapping/conquering races to keep em around as enslaved/conquered peoples.

Result: Animal people are either mostly feral bands out in the wilds or ancestors of conquered/kidnapped villagers, living in the other societies.
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Roses

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Re: Inducing civ extinction during world-gen?
« Reply #3 on: October 26, 2013, 01:05:54 pm »

I also have an interest in this. I want to have a Civ with exotic metallurgy and items as a dead civ, so one can explore ruins. for fun(!) and profit.

/Zorbeltuss

For this you could have a race that doesn't breed, and set the max age to a low number, then as long as you run world gen for longer than the max age they should all die out.
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Flarp

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Re: Inducing civ extinction during world-gen?
« Reply #4 on: October 27, 2013, 01:59:20 am »

Have a civ with 100% Banditry - 100% of population are little bands of "nomads" out in the wilds.  Sure they breed like crazy, but any "fearsome beast" attacks scatter them to the four winds.  Enough megabeasts and a low enough birthrate will eventually kill the civ outright, but you'll also need a couple kidnapping/conquering races to keep em around as enslaved/conquered peoples.

Result: Animal people are either mostly feral bands out in the wilds or ancestors of conquered/kidnapped villagers, living in the other societies.

Wow, this is literally exactly the sort of thing I had in mind. What's the banditry token?
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Meph

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Re: Inducing civ extinction during world-gen?
« Reply #5 on: October 27, 2013, 04:34:16 pm »

Have a civ with 100% Banditry - 100% of population are little bands of "nomads" out in the wilds.  Sure they breed like crazy, but any "fearsome beast" attacks scatter them to the four winds.  Enough megabeasts and a low enough birthrate will eventually kill the civ outright, but you'll also need a couple kidnapping/conquering races to keep em around as enslaved/conquered peoples.

Result: Animal people are either mostly feral bands out in the wilds or ancestors of conquered/kidnapped villagers, living in the other societies.

Wow, this is literally exactly the sort of thing I had in mind. What's the banditry token?
Do you know how they act in fortress mode? Do they survive wars in worldgen well enough to still mount sieges and ambushes against you?
« Last Edit: October 27, 2013, 09:43:54 pm by Meph »
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Re: Inducing civ extinction during world-gen?
« Reply #6 on: October 27, 2013, 08:03:06 pm »

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