Greetings all, newbie here.
Part of a mod I'm working on makes Giants capable of starting civilizations. A few test worlds yielded some interesting results.*
In most worlds I ran, Giants stayed in caves like Kobolds and generally offended every other sapient race to the point of constant war, which was good and intended. They always manage to keep civs around until 300 and that makes them a world presence and a potential threat, even if they are forced to stay in their caves.
Now, most of this modding was done when I was somewhat deprived of sleep. To my surprise, I recently discovered I'd forgot to add the [CAN_CIV] tag to the Giants entry in creature_standard. Despite this seemingly glaring omission, the Giants have never failed to civ up and fruitfully multiply (and they're a fully violent part of world diplomacy, too).
Some hasty hypotheses as to why this occurs:
- [SEMIMEGABEAST] implies [CAN_CIV] (doubtful)
- If the entity_default entry names a creature, then that creature has [CAN_CIV] implied
- Some arcane combination of tokens allows them to civ (unlikely)
- They are placed on the map because of their entity_default entry, but they do not found new sites, they can only conquer existing ones and move between their holdings.
I'm guessing the last one. I'm going to add the [CAN_CIV] tag and see what happens.
Anyone know what am I missing here?
*
Giants are historical fun. One notable event took place when the Giants attacked a Gnome town, killed and ate the defenders, and took over. After a few dozen years, the enslaved Gnomes started killing their oppressors and this appeared to send the Giants into a fratricidal tantrum spiral, but they city managed to survive with a constant influx of migrants. When I visited with my Bearman wrestler, he was beaten to death by a giant little girl.