Something I've been curious about for a while:
What exactly was your inspiration for making goblins immortal? I've had trouble finding a precedent for it in fantasy games and literature, indeed they're often shown to have lifespans shorter than that of the average humanoid (vanilla D&D goblins seldom live more than 60 years, for instance). Or is it something just entirely original that you came up with on your own?
Despite occasional arguments to the contrary, I still can't help but suspect it's tied into the same reasons they were likely initially made so that they don't need food or drink: to ensure that all these factors don't add extra stress to the population of the most murder-happy civ in the game, one's been intended basically since the beginning to be THE main rival to a player's fortress.
Recall for a time that carnivorous civs used to have trouble surviving worldgen, and this was noticed to most prominently affect kobolds in vanilla (in addition to all the additional complications caused by an enforced low population cap, site restriction, and having worldgen battles with beasts HEAVILY stacked against them), whereas for goblins these tokens seemed to add further advantage towards making it through worldgen in fighting shape.
I wonder, as mechanics open up that allow such a thing, would some means of their sustenance or continued success be expressed through an ingame resource or influence. Anything from a deity rewarding blood sacrifice with bounties of food to Sauron-esque dirt-and-magic fueled goblings. This could be an area where spheres of a species would be a bit relevant, too, i think.
Concerning the fact that modding not only can change the nature of races, but often replace or displace them, are there any concerns that the mythgen update and other planned procedural generation may be too dependent on quadruple supremacy of the goblins, elves, humans, and dwarves to produce sensible results in worlds with different ethical and cultural landscapes?
Will mythgen happen strictly before or after terrain generation?For example, mythgen happening before worldgen would in theory allow different terrestrial worlds to share a common mythological backdrop via a seed, and the significance of regional disturbances, theological significance, etc would be retroactive.
Whereas mythgen happening after worldgen would mean the terrain that makes up the world could affect creation and/or creation myths, and may even have limited development of their permanent legacy as worldgen time ticks on, and potentially define significant theological figures based on the sculpting of the world itself, in theory.
And finally:
Will we be able to disable any "randomly generated objects" as they are implemented, from mythgen to magic, and make specific raw definitions that worlds would treat as any other generated definition? Similar to how current werewolf, vampire, regional disturbance, and boogeymen can currently be disabled and modded in.Being able to custom build the world from the ground up sounds like it would work wonders for modding, but I imagine as things get more complex, decoupling things like actual magic from a world's theology becomes too much of a nuisance to allow rewriting from scratch in the raws.