Wow, that's a really low chance to get a queen and drones in an ant colony then, amongst the thousands of workers and soldiers. That would practically prevent the ability to sustain an ant colony fortress.
Yeah, the default chances there are absurdly small considering the litter size and such. It doesn't help that they only live for a few years.
Oh, but wait. Why would I do all this if I can't even test it out or use it? I keep forgetting that my DF has a weird bug concerning color. All dwarves have the same color hair, eyes, and skin. So all of them have, for instance, sandy taupe hair, amethyst eyes, and copper skin--even migrants and babies.
Heh... this is the genetics system "working as intended". Even if each colour is equally weighted, colours earlier in the list are considered dominant over those later in the list, which can result in odd stuff happening. You can try to mitigate the effects by adding TLCM_GENETIC_MODEL:MIX to the relevant tissue group, but I've heard that that doesn't work very well anyway.
What does the [COLOR:<whatever>] tag do exactly? Is it more of an adventure mode thing? Some colours don't have it, some have two and some have one. Do they force the game to pick a display colour instead of using the RGB values?
COLOR determines which colour is picked from DESCRIPTOR_COLOR files, the colour determining the name displayed in the creature description. If you mean CP_COLOR, found in patterns and such, that controls which colours are used in describing the pattern. If you mean WORD, found in some colour entries, then I've no idea what that does.
It doesn't seem to matter what the RGB values are anyway, if you're not telling the game to make items of that colour.
It might not, currently. I'm sure there was something similar pre-.31 which allowed you to determine which display colours tanned hides and such used. The RGB values not doing anything at the moment might just be due to a kink in the system or something unimplemented or such.
Of course, it's still possible to do that in .31, just more longwinded.