Here is my attempt at manipulating the Souls in the raws, with the hope of basically creating the Omega Dwarf. Below is my notes and a copy-paste section of text that you can use in the standard_creatures.txt file, in which you replace the existing dwarf attributes. You can also utilize this code with the Castes, if you want to specify what parts of your society get what. The most easily adjustable portion of the castes is with the Males and Females.
ATT_RANGE dictates the level of effectiveness an being receives in an ability. 5,000 is the max. Please note that the elves get "5,000" in the memory stat, for the entire range. Humans get a default of 1,000, and presumably the same goes for any other creature that doesn't have a specified range.
Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute. The first value indicates cost. The lower it is, the better. The other values are for dictating the rate of decay, so keeping them at "NONE" basically nullifies that aspect. Don't use "0" for the first value, it crashes the game. Default for the first value is 500. If there is no number, the default will be used. I believe that you can use negative numbers, which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use.
ATT_RATE (Default is 500:2:3:2]
* ATTRIBUTE Token
* cost to improve
* unused counter rate
* rust counter rate
* demotion counter rate
-5000:NONE:NONE:NONE
The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but has no effect in of themselves.
0:0:0:0:0:0:0] unattainable
0:100:200:300:400:450:500] ---
0:400:600:750:800:900:1100] --
150:600:800:900:1000:1100:1500] -
450:950:1150:1250:1350:1550:2250] +
700:1200:1400:1500:1600:1800:2500] ++
1250:1500:1750:2000:2500:3000:5000] +++
5000:5000:5000:5000:5000:5000:5000] max
Skill rates is a tag that grants you a % of skill improvement. The first number is the percentage, while the last three slots indicate decay. Furthermore, I believe that it is capped at 5,000%. Default is 100, but creatures with Slow Learner tag will get half of that. This part seems to work fairly well, I had my female dwarves at Legendary while the guys were only Talented.
SKILL_RATE (Default is 100:8:8:16]
* % of improvement points you get
* unused counter rate
* rust counter rate
* demotion counter rate
[SKILL_RATES:5000:NONE:NONE:NONE]
PHYS_ATT_CAP_PERC
MENT_ATT_CAP_PERC
The default value is 200% of a dwarf's median+starting stats. This tag caps the amount of improvement to be had in an attribute. Below, I have cranked it up to 5,000%, hoping that it would let all dwarves achieve maximum attributes.
ex
[PHYS_ATT_CAP_PERC:STRENGTH:5000]
[MENT_ATT_CAP_PERC:FOCUS:5000]
Below is the code I am currently using. It seems to somewhat work, most notably in Skill_Rates, but I have seen dwarves using the custom ATT_RANGES get better stuff than other dwarves. I used Notepad++ to ensure proper indentation and placement within the .txt file. I suspect that my setup isn't optimal by any means, but there you go!
Instructions for use:
1) Open standard_creature.txt
2) Find dwarven stats, which ought to resemble the set below.
3) Delete those stats and replace with the new set.
4) Done.
[SKILL_RATES:5000:NONE:NONE:NONE]
[PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000] +++
[PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:STRENGTH:5000:NONE:NONE:NONE]
[PHYS_ATT_RANGE:1250:1500:1750:2000:2500:3000:5000] +++
[PHYS_ATT_RATES:TOUGHNESS:-5000:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:TOUGHNESS:5000:NONE:NONE:NONE]
[PHYS_ATT_RANGE:AGILITY:1250:1500:1750:2000:2500:3000:5000] +++
[PHYS_ATT_RATES:AGILITY:-5000:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:AGILITY:5000:NONE:NONE:NONE]
[PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000] +++
[PHYS_ATT_RATES:ENDURANCE:-5000:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:ENDURANCE:5000]
[PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000] +++
[PHYS_ATT_RATES:RECUPERATION:-5000:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:RECUPERATION:5000]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000] +++
[PHYS_ATT_RATES:DISEASE_RESISTANCE:-5000:NONE:NONE:NONE]
[PHYS_ATT_CAP_PERC:DISEASE_RESISTANCE:5000]
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:FOCUS:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:FOCUS:5000]
[MENT_ATT_RANGE:CREATIVITY:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:CREATIVITY:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:CREATIVITY:5000]
[MENT_ATT_RANGE:PATIENCE:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:PATIENCE:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:PATIENCE:5000]
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:MEMORY:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:MEMORY:5000]
[MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:SPATIAL_SENSE:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:SPATIAL_SENSE:5000]
[MENT_ATT_RANGE:EMPATHY:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:EMPATHY:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:EMPATHY:5000]
[MENT_ATT_RANGE:MUSICALITY:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:MUSICALITY:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:MUSICALITY:5000]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:ANALYTICAL_ABILITY:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:ANALYTICAL_ABILITY:5000]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:LINGUISTIC_ABILITY:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:LINGUISTIC_ABILITY:5000]
[MENT_ATT_RANGE:INTUITION:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:INTUITION:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:INTUITION:5000]
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:WILLPOWER:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:WILLPOWER:5000]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:SOCIAL_AWARENESS:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:SOCIAL_AWARENESS:5000]
[MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RATES:KINESTHETIC_SENSE:-5000:NONE:NONE:NONE]
[MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:5000]
I used a combination of Arena and Fortress testing to examine the effects of my changes. With the code above for Arena testing, my female dwarves are average in all abilities until they excercise an attribute, which becomes super-dwarvenly. Fortress testing is much slower and I am having trouble with nailing down the exact effects. Still, I think this bit of research ought to help a little.
TRAINING METHODS
List of Tasks for training attributes:
Digging : Strength, Endurance
Wagon : Empathy, Social Awareness (Just let the dwarves mill around the wagon for a few minutes or to socialize.)
Sleeping: Recuperation
Unknown: Toughness, Memory, Disease, Musicality, Patience, Focus, Creativity, Kinethetic sense, Linguistics, Will Power, Intuition, Memory, Spatial Sense.
OTHER CHEATS
Editing world_gen.txt, alter the tag below for more embark points.
[EMBARK_POINTS:XXXXXX]
Place the tag below near the SWIM_SPEED tag to increase the speed of your dwarves.
[SPEED:1]
Remove the Maxage tag to make your dwarves no longer die of old age. Alternatively, you can dictate the range within which your dwarves will die.
[MAXAGE:120:160]
CREDIT:
Thanks to Deon, who has confirmed the nature of the Attribute Comments.
TKTOM was quite helpful in demystifying the indents.
Magma Wiki had some of the information that is now here. The Skill_Rate tag is especially important.
Bricks - correcting descriptors.
Shaoulstoul - Embark points.