Glad you like the image.
So you're suggesting a bunch of things that I would like to do, but I've never been able to really flesh them out strongly enough in my mind to translate them to the DF engine.
The problem with writing descriptions is that each animal race acts exactly the way I would expect it act in a DF universe, so it is not always obvious to me what should be written down. Or I feel like things get too technical. Ideally, I'd like to make something like the DFwiki for FuFo, but I don't really know how to do that and I'm tragically unorganized.
The plan has always been to phase out the DF badguy races once I have something sufficiently interesting to replace them. If the bad furry civs are working correctly, then I'm probably ready to do that now. I would like to finish up some more monster civs (like wyverns) since those strike as potentially more fun/FUN than civs who forget their helmets.
Maybe instead of copying each furry civ into a bad version, I could use some regional mythology from each civ to make them more monsterous. For example, Vulps are japanese, I could make the bad-vulps into Kyuubi, or the pan-African Gazeal could have a bad form based on African vampires.
It would be an undertaking.
Vulps - Japan - Kyuubi
Tadhgers - Steam Punk - Steamborgs? (although the name tadhg comes from Gaelic)
Simiate - Thailand - Thai Yaksha or Thai Kinnara
Pingu - Pirate - ? (Maybe something Caribbean instead)
Pandamon - China - ?
Mammovich - Inuit - ?
Leokin - Fantasy - ?
Lagomer - English - ?
Komodo - Ancient Egyptian - ?
Horstang - Mongolian/Polish - ?
Haukyngr - Viking - Draugr or Troll (I remember a story about sea-zombies with heads made of seaweed; can't remember their name)
Gazeal - Africa - Vampire or Witch
Formician - ?
I'm not a fan of making any animal race evil by default because things can get treated unfairly. Like, I like reptiles, I'm always bummed that they are made into badguys all the time.
It's not really the civilizations themselves or the creatures that make it feel crowded, it's adding new equipment and reactions that clog up all the in-game lists that bothers me, and yet those are what really make things interesting to me. So the equipment lists now are a compromise between being to long and making the civilizations feel unique. As for giving all animal civs anklets, or similar things, the intent of Furry Fortress is that you play as the animal people, so if everyone wears anklets, none of them are exotic to each other.
I did consider using more interesting types of clothing, but they wouldn't have translated well. For example, the quasi-Mongolian themed Horstangers might have produced a Deel or a Mongolian shepherd hat. Deel probably means nothing to you, and I don't like to use the real-world places to describe things, so "Mongolian shepherd hat" is out, "shepherd hat" is too unspecific and "vaguely conical wide-brimmed fuzzy hat" is unweildy, so instead they just have robes and caps. I'm used to drawing things instead of explaining them, too, so I'm often at a loss.
I wish there was a to have the game sort of flip a coin in each world that decides if the animal civ is going to trade or going to siege. Using the doppleganger badguy civ is the closest solution I know of.