I genned a world based on a seed I kind of fell in love with. In other realities (I vary the creature seed, which has notably more effect than prior versions):
-A dwarf civ would have died out.
-Humans would die out or hug the western coastline. Elves would usurp humans as the provider of goods
-Merlocks would huggle the north and south.
-And goblins would die horrible as they were dismembered by their loosely allied merlocks (Evil is an oppurtunist, yea?)
In this particular version, one dwarf civ spawned on a mountain range they typically dont and are in an intense war where 35 of their sites have been taken by one elf civ. All they hold left are mountain halls deep within the mountain range. No hillocks, almost no mountain area; purely peaks.
I think Ill be playing this dying civ, when the time comes.
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But, as a result of that dying civ not occupying one of the two major mountain ranges, the one who has no neighbor has become monstrous, 5th largest in the game. Which is saying a lot since I build my worlds to actively cripple dwarves.
95679 Merlocks
33051 Dwarves
50962 Humans
85704 Elves
41500 Goblins
1329 Kobolds
Ive been relatively unable to identify why the merlocks do so well; Im sure it has to do with their leather industry (also their 200 year lifespan and 1:4 litters
)
They are completely reliant upon animals and meat industries. They usually only wear leather armor and produce nothing but meat and animal man bits. I expect that they are antagonistic, but lesso than the gobbos. While the goblins get beat up upon by the elves (who I did make stronger) the merlocks multiply and become powers in their tundras.