By the powers of my threadromancy, arise.
Still a work in progress with my full planned total conversion execution but you can make civilizations who's sole purpose is to invade the world's (from no starting civilization completely spontaneously and randomly) dwarf-holds in overwhelming numbers by abusing the [MINING_UNDERWORLD_DISASTERS] through skewing the dark fortress criteria.
Url:
http://www.bay12forums.com/smf/index.php?topic=178697.0SetupThe race selection for underworld disasters requires a certain archetype of being which we'll nickname a underling, because normally these are the faceless footsoldiers of demons, nonhistorical populations which quickly fade or settle in. To actually enable underlings, they need to be in a civilization (a dark fortress directly but it can be others, so prune for the correct race and dark fortress site) and the creature must be [EVIL] on their creature token.
With the underlings sorted, and in vanilla gameplay (which would be solely goblins) accompanying demons, setting the generated world setting demon-cap to 0 will render the HFS a demon-free zone and give it entirely to the underlings as a side effect with uncountable amounts of these creatures wandering around, & greeting you when you inevitably breach the HFS. This applies simultaneously to all underlings that could *POSSIBLY* be created at once out of existing valid entities.
- If there are no possibility of a [MINING_UNDERWORLD_DISASTERS] occuring without a tag, you could still simulate them as "underworld denizens" in a non-loading dark-fortress site.
PositionsIn at least 47.05, dark towers can be used in modding and have a handful of modifiable inbuilt postions. Most importantly is the singular required [LAW_MAKING] position held by the master, which can be edited with the hard-coded position [POSITION:WORSHIP_HF] for a required central leader, from that point onwards its the same as any other entity civilization. They can have a seperate [MONARCH] role summonable in fortress mode, but it will always be subservient to the [WORSHIP_HF] primarily.
Attempting to add a religious responsibility figure who is not a [POSITION:DRUID] will cause it to crash, and when there are demons present through a use of WORSHIP_HF to raise the spire of slade in w.g and give over a normal dark_fortress civilization, the hardcoded demon-leaders are preset in their title and responsibilties, but the title is passed over and then is fufilled to what you define in the entity file.
In gameplayRaces which are outsider adventurer accesible can still be played of these races, but your invader-race wont be playable until they actually emerge (still needs thorough playtesting, i assume this is the case.) so the w.g needs some buffer playable races to start up, as the invader races are unloaded. It also has a unfortunate side effect of limiting the site types minus one, though the invaders can still build dark pits and presumably dark towers of their own with enough growth later.
- The chance of a mining disaster uprising chooses a particular entity of underlings are split in halves, thirds, quarters etc by the amount of accessible candidates with civilizations, meaning that each playthrough of a world and consecutive disaster can have radically different political outcomes firing at random times.
Other details- A tip for a "sticky" race that can quickly populate overrun dwarf ruins and spread outwards is to give them a animalistic or semi-intelligent caste-member(s), and then modify sexual preferences to deflect unwillingness to procreate. Most easily on in-humanoid civilizations would be to simply make the main race [NO_GENDER]. Then have this specific animal caste be subect to entity [ANIMAL_ALWAYS_AVAILIBLE] with [PET_EXOTIC] and least one clause for the race to use them, such as war-beasts.
EI #1 Animal Castes - I created a orcish snotling, they are unintelligent animals with male and female counterparts and are imported in with [PET_EXOTIC][PET_ALWAYS_AVAILIBLE] and are [ALWAYS_PET] [ORIENTATION: ((heterosexual values))] & [LUST_PROPENSITY:100] taking up no civilian space in fortress mode. If i did not want to home rear orcs accidentally like by raiding their sites for animals except for specific circumstances, i can attach a self maintaining infertility script which can be attached to a wider code-wrapper like you might do with DFMasterwork Meph Launcher to check which settings are enabled.
Orcish snotlings mean new trojan-horse orc-goblin adults with [NO_GENDER] are born repeatedly and not auto-removed as nonhistorical nonbreeding pops, achieving a aesthetic and practical way for them to infest a area.
EI #2 Mixed animal/semiintelligent castes - Skavenslaves and skaven females are not the same, skavenfemales are [PET_EXOTIC] animals purely and skavenslaves are semi-intelligent non-speakers, but becuase neither accomodate a need for marriage and recognize each other as the sexes of the same species, they can with influence of orientation and lust tags be encouraged to solely mate with one another keeping the population afloat
Meanwhile i can import both kinds of creature seperately with tokenized [CREATURE_ALWAYS_AVAILIBLE]((speaking pet exotics yields non-livestock semi-intelligent citizens which can be undesirable without dfhack manager controls with none of the benefits of full intelligents)) to fufill my inhouse fortress functions as well as healthy w.g. My "higher functioning" males, to stop them attempting to procreate, can be assigned 0:0:0 total lust and love propensity mixed with [ORIENTATION:((asexual values)).
EI #3 Extrenous Castes - These are creatures unintelligent or otherwise that birth a creature that are homereared citizens, but are distinct species for whatever setting you have in mind. Usage of position to rule over or feed a particular central vampiric caste can be useful, as bloodthirsting needs unconcious sentient minds and creatures in advantageous positions ignore personal reports about traits they have and maintain their need for blood. Don't worry about the villagers, you can just buy more next season.
EI #4 Mixed Civilized/semiintelligent extrenous castes - By segregating groups of speaking semi-intelligents, and also importing them into the civ, you can make diverse sub-species almost that keep to themselves with branches of 'civilians' born to expand your race. Using oreintation should allow their interaction to be one sided so that civilized races desire to marry, while subservient lesser castes form lover-bonds.
This is quite good on "faction" race settings like humans, by through the introduction of a "From X Rural Immigrant" semi-intelligent creature you can achieve many types of in-setting "castes", semi-intelligents can also be inducted into the military to bulk up your forces with ahem... yokels directly, or passively in wg and sieges by enabling their accepted creature class inside the criteria, while reserving the creature leading the captain squad (used for siege-waves) as a full intelligent citizen.