Ok, I have made several experiments.
What I have done :
I have played with :
- SPHERE (let pantheon alone or precise the death sphere)
- SPHERE_ALIGNMENT (to favourite more precisely one sphere or another among the population)
- Wanderer, mercenary, scouts (to let the creatures explore more freely)
- All the creations of books stuff (jobs, reaction, etc.) : to let the creatures have material to write books (because this is also how the secret of life and death spread in the world)
- The « VALUE » : to let the creatures build libraries (knowledge >= 15) and because those effects are not well known ... perhaps one of those lead to be anxious for life and to get the goal to seek immortality.
- The BUILDS_OUTDOOR_FORTIFICATIONS and BUILDS_OUTDOOR_WALL to let the creatures build other things, who knows, maybe there is a link.
- The personality traits at creature_standard level (for the same reason as the VALUE)
I have also played randomly with the evil tag in creatures. But beware : the EVIL and the VALUE, when modified on goblins, sometimes make the game crash at worldgen or goblins not appear at all. I guess that Goblins respecting the law or not EVIL causes the beginning of a universe hole ^^
After all of this, I didn't manage to have a lot of goblins tower but I got some data :
- Some Goblins Tower (dans some other creature tower, like amphibian man, etc.) appears sometime, and randomly there is a significant number, but this is not convincing and the reason is not clear.
At least it means that this is not a hard wall, it's some smooth result of the dynamic of the game.
I have hypothesised that maybe goblins die a lot in combat or maybe there is not a lot of Goblins that seek the secret for life and death at the beginning. So I decided that it is time for Dwarven science and I made some stats with a python script running on the xml region file.
My surprising results so far on this modded game (click on the image for full size) :
So, as you can observe, some of my hypothesis are wrong. There is a LOT of Goblins that seeks immortality in my Game (1331 vs 609 for Human and 246 for Dwarves).
There is also, surprisingly, not a lot in Goblins, the rate of loss is bigger than Dwarves but only slightly than Human. Thought, those death (character death brutally or characters that can't find the secret) there is still a lot of characters involved (390 for Goblins, vs 235 for humans).
Wa can also see with the means of death that, apart for the unmodded Dwarves, that live longer, the Elves, Goblins and Human that share the same MAXAGE (the human MAXAGE) die at the same age in mean. Goblins are slightly lower (86 vs 89 for human) so I guess that their brutal way of life change this here, but it is not the large effect that I imagined.
Finally, Necromant die too (necromant death are also included in the immortality death) and after those death Goblins still have a lot of necromant alive. Strangely enough, Goblins resist better to the necromant life than their counterpart except Human. Maybe there is a hint here ?
Finally, the Towers created : here the elves are very efficient (for no obvious reason, they are mainly unmodder apart for the MAXAGE and RELIGION:PANTHEON), human have a good number of towers but are not very efficient to create those, and Dwarves are good.
Goblins have 0 tower in this game.
The mystery remains, but the data are here ^^