I currently have black ants and harvestmen in the mod as playable civs. I am going to try and incorporate honey bees and paper wasps as well, but that will depend on how well I can actually make them work with the DF game mechanics.
With that said, how should other intelligent creatures work? If I don't have any others, none will join your fort and you won't be able to recruit any as companions in adventure mode. However, if I make them intelligent, you won't be able to butcher them or tame/train them.
The other issue is that adventure mode creatures without CAN_LEARN can't have skills and cant gain skills.
So, my options are:
1. Only make black ants and harvestmen intelligent. Potentially make the non intelligent creatures playable in fortress mode (without the ability to gain skills)
2. Make a copy of every creature in the mod, add CAN_LEARN to them and set there frequency to 0. This would allow all creatures to be played in adventure mode (and gain skills) without the intellegent version showing up in the wild.
3. Choose some creatures to be intelligent (possibly civilized), but not playable in fortress mod to add some more variety in the intelligent races that show up in the world (the chosen would no longer be trainable/tameable)
4. Make two different creatures for each creature in the mod "black widow" and "black widow (intelligent)" to have the most variety of both creatures and intelligent races.
5. Add intelligent and slow learner to all creatures so that they can be used as animals, but also can gain skills (I am not sure if they would be tameable/trainable)
6. Some combination of these.
I am thinking of a combination of 2 and 3. Thoughts?