Waaaaaaaaait a minute...
...
...Ok, I'm fine, carry on.
Also, good luck and have fun, dikbutdagrate.
o7 Aye, aye cap'n.
And behold, greater works have never been accomplished.
Hmnm?
I'm checked out on this succession, but isn't that going a bit too far?
Ah yes, I did consider that possibility for a moment. Hence why none of the world's units will be turned into
actual raccoons, minus a couple of the former dwarves in this particular fort I'm running.
History has been doctored such that the historical figures are now referred to as having been raccoons. But there are no actual raccoons. In fact, it appears prior to my tinkering, raccoons had gone extinct in this save. So we corrected that. They should be the most numerous animal at this point. If anything, I haven't gone far enough. You can even still index and search for the renamed sites and civs by their former names, since I nicknamed them instead of changing the actual names.
We might occasionally get world automation to spawn a historical figure raccoons to take over a local town or village, since human civs are now actual "raccoon civs", but like, whatever. Save file stability remains nominal
(by this save's standards, anyway). So, I think we're keeping it? A couple towns have nicknames to make them sound more "raccoony." But other than that, and the anti-rapture, everything's fine.
In other news, working on building a space station. Currently, we have a tavern located right under where we plan to ramp up into space, in the middle of our space bridge.