Important notes:
1) Illithids can't embark with an axe. You can make axes using a reaction at the smelter, which requires 1 metal bar,
or you can do without wood until you can buy or steel an axe from one of the other races. Careful management of your starting wood supply (from deconstructing your wagon) is needed to get an axe quickly (well, ok, you only need 1 piece of wood, so not careful per se, but you have to be aware you need it).
2) Many of the uniquely illithid reactions generate psychic pollution that will instantly stop the hearts of slave
castes (purple clouds). Keep workshops worked by Illithids away from everyone else, and make sure you don't assign polluting reactions to slaves.
3) When embarking, you'll be happier if you do a careful embark and check the castes of each of your starting 7
using 'v'. Tadpoles are animals, they will perform labors that they start out with but can't be changed
(so maybe give them a point or two of miner and forget about them?). Slave castes described as having
weapons HAVE NO HANDS. So improve their natural attacks and defenses (Striker and Dodger, I believe) and put them
in your military. I don't think outpost and elder brains have hands either, if you happen to get one of them.
4) Many illithid reactions require 'bottles of sapience' which are extracted from the brains of sapient creatures.
So you may want to go to war with your neighbors. Don't bring bottles on embark, bring brain-jars. You get upwards
of 3 bottles of sapience per brain, for the same price.
5) Illithids hopefully won't eat plats. Slave castes should, for the most part. Something to keep in mind, when
planning where to get food.
Notes:
Non-crossbow-bolt ammo seems to be broken (
). The psychic crystals are potent melee weapons, even if you don't
have ammo for them. If you buy bolts from traders, you can use those.
Spatial tears are dimensional rifts through which your illithids can gather food.
Because of the ammo bug, caskets of bilestone have no real purpose, since they are used to create ammo. You can use said ammo as vendor trash, I guess.
If you fined an ore you want more of, gather I think 9 pieces near an alter of war and start trying to invoke a mineral mother. This has a low chance of success but doesn't consume the stones, so you can keep trying.
_____________________________
I'm still looking for additional reaction ideas. I will also be populating the swamps around the illithid towers with escaped illithid experiments. These experiments will also be available to the Illithids as pets.
[spoiler]
On DFFDThis is a greatly expanded version of the Illithids from Deon’s
Genesis (
) mod. The Illithid Empire is composed of 26 castes: 5 mind flayers (the most powerful of which is actually a Final Fantasy cameo), 2 types of Illithid Tadpole, 3 types of elder brain, and 16 types of slave (including direct copies of the stock dwarves, elves, and humans, in addition to combat mutated versions of each species). Mind flayers being a parasitic race; the reproductive castes are the male and female dwarves, elves, and humans-all other castes are genderless.
The included entity file contains basic entity declarations for above- and below-ground illithid civilizations; the above ground illithids are not very detailed and tend to get their butts kicked early in world-gen. If any above ground illithid civs survive world gen, they are potential trading partners as long as they aren’t at war with you; however, their traders may sometimes go insane and attack your dwarves.
The baseline members of each caste grouping aren’t especially dangerous; however, expect lots of FUN to ensue if and when you encounter the most powerful members of the mind flayer, elder brain, and slave groupings. The top slaves are merely dangerous; the other two can wipe out a fortress’s worth of dwarves in a heartbeat.
The Illithid Empire should generate no errorlog messages, so if it does please let me know
The Illithid Empire is compatible with the illithids in Deon’s Genesis mod, if you have both installed you will find both civilized mind flayers and illithids living alone in the caves.