I'm trying to generate a world with a long history but that retains balance and a nice distribution over the map the map between civs. So in order to make kobolds survive I edited the civ raws to cap all other civs (with the [MAX_STARTING_CIV_NUMBER:X] token) to single digits, while leaving kobolds to the default 100, and setting the number of civs (and caves) in worldgen to a very high amount to allow kobold civs to spawn in large numbers.
But it didn't work as expected. Checking with Legends Viewer shows that, apparently, the changes to the raws were completely disregarded. World has 34 kobold civs (19 of them alive, which is great after 1050 years of worldgen), 3 dwarf civs (but dwarves are limited by availiability of mountain ranges to spawn, so this is not relevant), 6 goblin civs (again, limited, this time by worldgen settings) BUT 15 elven ones (most of them dying though) and 20 human ones which have completely overrun the world, being around 80% of the world pop. Sure, there are a lot of kobolds around, but there is no the balance between civs population I was aiming for.
So, I'm missing something? Does not the token work like that? Any ideas or advice so I can achieve what I'm trying?
EDIT: Solved. It seems it was not a good idea to have the security copy of the raws in the same folder with the actual file.
I'll try to post some nice world settings once I'm satisfied with the results!