Yeah, good points all.
I noticed the Troll thing too, it's because the vanilla troll doesn't have a PETVALUE. The insane variety of animals probably should go. I was wondering if it would be ok, but ... no. There is only limited ability to alter the animal selection range, though, while still keeping the illithids able to use the wild slave castes I want to add (such as the lobotimized slave castes you were sugesting). I'll play with it.
There are no seeds because I left off both farming tags for the illithid civ (so you may be unable to make farms in this version), however, the no farming thing is probably redundant with the CARNIVOROUS tag on the mind flayer castes.
Definitly on the custom workshops. In the future, I will put a [P] in front of rxns that produce psychic polution, so they can be easily spotted. A quick summary:
Poluting reactions ('flayers only, keep away from slaves)
Extract sapience from human, dwarf, or elf brain. Kitchen. Skill: butcher
Use casket of blilestone (cutting, bashing, or stabbing). Smelter Skill: Furnace opperating
Employ spatial warp (any). Alter of Nature or Alter of War (deeps only) Skill:psionicist or hunter (varies)
invoke aberant entity (mineral-mother or black bile of the world) Skill: druid (asign workers using shift P)
FEED nearest mineral-mother (Smelter) Skill: animal care
Safe reactions
ACTIVATE nearest mineral mother Smelter, animal care (low success rate)
make an axe Smelter, weaponsmithing
create brain stew Kitchen, Butcher
mass produce lead/gold bars Smelter, furnace opperating
Open brain jar, Smelter, furnace opperating, not exactally SAFE, but not deadly either
use crystalized knowledge, Library, varies (assign worker using Shift+P)
Castes:
Basic mind flayer: Weak mind blast, kinda sucky close combat capabilities (make tentacles harder?), descriptive text says that mind flayers are seldom seen without one or two slaves. (<-fix vagueness)
Fleshwarper: weak mind blast, better close combat capabilites (equivalent to steel), descriptive text says that flayers are noted for their mastery of flesh and blood. (<-fix)
Grigori: Rare, powerful and resilient. Strong mind blast, ok close combat capabilities. Descriptive text talks about it consuming an angelic being.
Master: Rare, strong mind blast, larger basic mindflayer. Descriptive text says it's a master, I think.
Arch-Master: Fleshwarper version of the Master. Descriptive text says it's an archmaster.
Void-Master: RARE. Many powerful attacks, resilient to damage (but still mortal, so don't get cocky). Put it in your military and don't get in its way, it spams fire, cold, and heat attacks which your 'flayers aren't immune to.
Tadpole and tadpole swarm. Animals. Ball of iritants. I think I'll demote 'em for the next version. Hard to kill.
Slaves: Gendered slaves are you're basic workers, they won't equip armor, so keep 'em out of the millitary.
War slaves: Genderless slaves are war slaves. Have no hands, so can't work. Won't equip armor, but have natural weapons and armor. Put them in your millitary.
Conquest slaves (slave generals, "multiple combat mutations"): Currently damn-near immortal, they got that way after I set their attributes too high. Headed for a nerfing next version. For now, if you get one put it in the military and enjoy your dominance on the battlefield. A lucky crossbow bolt may still end your party, however; although this thing did kill over 50 dwarves in arena mode.
Outpost minds: range from really weak to quite strong (based on age). Put in your millitary and use as a support unit. Even the strong ones will bleed to death if the enemy gets much time to hack at them.
Elder brains: stronger Outpost minds. Bleeding to death is a big weakness, just 4 dwarves with iron axes were able to inflict enough damage that it bled out in arena mode.
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In the future I will move the make axe rxn to the temple of war, and probably change tadpoles to be a purchasable pet, instead of a caste, as they're kinda irritating right now.
Now that I know that ammo works (thanks, Deon!), the psychic crystals will used ammo of the same damage type as themselves, and at least one high-end ranged weapon will go in.