* Add reaction to burn or plunder any accumulating in the fort that I don't understand (contracts? small souls?)
Contracts: Tools any race can produce, they have no use other than being a tradegood. Humans use them to set up foreign merchants, workshops and university teachers. I had to give each race a unique tool for that, that they bring automatically in their caravan. You can make them like any other tool in the craftsman shop and forge. They are not more or less expensive than other tools, so they dont unbalance anything.
Small souls: There are two types of souls. The megabeast souls from the slaughterhouse, which are used to reanimate megabeasts or give good combat skills to one unit. These souls are tools and stay.
The other, normal souls, are much more interesting: Any creatures that has a brain gives a soul when butchered. Civs that dont butcher sentient creatures might have a custom reaction to get souls of sapient beings, like Succubi, Dwarves and Humans do in their temples or altars. These souls can not be stockpiled, which means they cause no extra work if you dont use them. These souls wither away after 2 weeks (withered soul), and disappear after 4 weeks. That happens automatically, which means that they clean themself up, no extra work or FPS loss if you dont use them.
This means there is literally no downside for races that dont use souls.
The upside is that its a temporary currency based on how many creatures you killed. For example I have a reaction that uses 25 souls. Its hard to have 25 souls at the same time, because you need to kill 25 creatures in rapid succession, before they wither away. Which most likely results in the player building lots of butcheries nearby and making a slaughterfest to honor the god, who will get these 25 souls.
Dwarves get blessings from Armok for souls.
Humans give them to elves (treesinger, who weaves souls into plants/seeds), or pay warlocks/succubi with it.
Succubi use them for summonings/magic.
Warlocks use them as basis for almost everything. Their economy relies on them.
Kobolds do not use them.
Gnomes do not use them.
Orcs... your choice. I know that McTeellox talked about having Dreamwalkers guide the spirits/souls of their enemies into the afterlife, getting rewards for paying such respect to their fallen foes. It fits the theme. But if and how you want to use them is up to you. Like I said, there is no downside to not using them. They will simply lie in the butchery for 4 weeks, then disappear.
PS: - Some orc's favorite minerals are menu placeholders like "***ORES***"... cant fix that. Either that, or not titles in the stocks screen and menus.
Edit: Updating at this moment:
I saw you commented pestles and mortars back in. Are you using them in any reactions?
[TOOL:ITEM_TOOL_PESTLE] <== new
[TOOL:ITEM_TOOL_MORTAR] <== new
Testing has showed that the attacks on spiked and bladed minecarts are not used when they hit things. The attacks only come into play when a unit uses the minecart as a weapon, which doesnt really happen. I would delete them from the entity file, if you dont mind.
[TOOL:ITEM_TOOL_MINECART_SPIKE] <== new
[TOOL:ITEM_TOOL_MINECART_BLADE] <== new
[TOOL:ITEM_TOOL_TRACKTRAP_BLADE] <== new
[TOOL:ITEM_TOOL_TRACKTRAP_SPIKE] <== new
Found a tiny bug: [NAME:Hammer with training mace] should probably be [NAME:Practice with training hammer]
I fixed it in the update. Then I noticed that it uses the training mace as weapon. Then I noticed you dont have ITEM_WEAPON_HAMMER_TRAINING in your entity file... so... not a bug?
I did add the ITEM_WEAPON_HAMMER_TRAINING and changed it to training with hammers completely, it still looked a bit out of place, but if you dont like it, I can undo this.
Edit3: I made one other small change. The names of the arbalest and cannon tower reactions were longer than all others. I split them in two.
[REACTION:ORC_ARBALEST_3_HELP]
[NAME:===Costs 75 bolts, 3 months===]
[BUILDING:ARBALEST_ORC:CUSTOM_NONE]
[REACTION:ORC_ARBALEST_3]
[NAME:Load and oversee the arbalest]
[BUILDING:ARBALEST_ORC:CUSTOM_C]
[REAGENT:A:25:AMMO:ITEM_AMMO_BOLTS:NONE:NONE]
[REAGENT:B:25:AMMO:ITEM_AMMO_BOLTS:NONE:NONE]
[REAGENT:C:25:AMMO:ITEM_AMMO_BOLTS:NONE:NONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:MORPHSTONE_GUNNER_ORC]
[SKILL:SIEGEOPERATE]
[REACTION:ORC_TREBUCHET_3_HELP]
[NAME:===Costs 45 cannonballs, 3 months===]
[BUILDING:TREBUCHET_ORC:CUSTOM_NONE]
[REACTION:ORC_TREBUCHET_3]
[NAME:Load and oversee the cannon]
[BUILDING:TREBUCHET_ORC:CUSTOM_C]
[REAGENT:A:15:AMMO:ITEM_AMMO_CANNON:NONE:NONE]
[REAGENT:A:15:AMMO:ITEM_AMMO_CANNON:NONE:NONE]
[REAGENT:A:15:AMMO:ITEM_AMMO_CANNON:NONE:NONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:MORPHSTONE_TREBUCHET_ORC]
[SKILL:SIEGEOPERATE]
That way the text is not cut off that badly. (PS: Cannon loading had 3 reagents called A, as you can see. I fixed that as well)