Realized I should be looking at(and changing) the complied entity_txt files that actually get moved into the raw/objects. But they have the same values, so the question remains.
Thanks for enjoying the mod, and for catching the duplicated trade triggers! I will update the current version for the affected civs to use production triggers. That will be up once I make the appropriate edits. In terms of balance, I will take a look at the current standing of the civs and update with the next version.
You can also change the progress triggers to affect an in-progress save, so you can customize arrival times if you want. 3 is 80 dwarves, the same as goblins, and 2 is 50. Based on my testing a tier 3 fort should have enough time to handle the enemies at tier 3 if you prepare and equip accordingly (challenge enemies not included). A 0 for progress trigger means the trigger is not used and population is the sole criterion.
I have set the progress triggers low because the latest version of Dwarf Fortress tries to simulate enemies walking to your fort, which still leads to long delays for siege arrival in the worst case scenarios, as well as extremely early sieges when the enemies are located nearby. As such, I have tried to guard against the cases involving the most boredom, at the cost of the cases that involve the most !!!FUN!!!. Challenge races are intended to be challenging.
The intent behind including bonus races is that you know how to gear up quickly to face them. In fact, many of the rank 2 races are quite easy to kill as well, being at about goblin level or slightly tougher (isn't harder to be much tougher than goblins). By 50 dwarves, I usually have about two squads armored with whatever metal I can take from the caravans, even anvils, tools, and trade goods I melted down.