I've played around with this mod for quite some time now and have a few interesting tid-bits and suggestions.
I've still run into the issue of goblins not being able to use great-axes to cut down trees. This could easily just be because of standard deviation of size randomly made my 7 too small to use them - it could have also been that a Troll stole it - didn't check into it too much.
Goblins can prepare carefully and get copper whips for 6 embark points. This is crazy low - especially as whips are broken right now. My starting seven became The Poisonous Lashers! Good advice if you're starting off and need a bit of help.
Interesting as well, I generated a world with a stupendous amount of monsters - all civs had died. On my first embark, I could choose any civ, I plopped down a human village and made them some walls. After that, I tried to make a dwarf fortress, but only the human civilization is available. This is an interesting example of how the game works - and isn't something you could or should 'fix'. The game will always let you start a fortress, if all civs are dead then the game lets you pick from any available civs. When you start a fortress, the civ is resurrected - meaning you have an alive civ to start from - your only choice. Interesting, but not important.
can we have some embark profiles for this for each race?
Reading through this thread, I think this would solve about 70% of the questions and complaints. I reckon this could be a user project, rather than lumping on Lovechild.
Elves produce wood like crazy and I've never been happier. Beds! ACTUAL BEDS! FOR EVERYONE!
Goblins can build Jeweler's workshops - but can't enable the labor for them to actually complete the workshop/use it.
I like the lack of coke for everyone but dwarves. It fits Goblins especially well - clearing vast forests for their crude weapons. It adds to the unique feel of each group. Elves pretty much need to embark somewhere with water and trees; goblins don't need to eat and are just little monsters; but I think human need something to make them more unique - I'm really not sure what it could be.
I don't know how trade works - as far as the raws go - but the goblin caravans that have arrived have brought only a few beakdogs, and no wagon - meaning my exports are pretty limited (especially because the first time I brought about 80 coal thinking I could refine it, then just sent about 5 back to the devilhomes every winter. It'd be nice if goblins could do a bit more trading - specifically, I'd suggest with the elves - and vice versa - this would be excellent if it triggered the tree diplomacy as well, especially with the goblin lack of coal. A nice balance.
Keep up the good work, hombre. This is a nice addition to the game - a nice change of pace when you need it. Especially fun in worlds with weak civilizations - the ability to build them up from nothing.