Now, I don't know if this matters alot but I discovered something interesting when trying to get Nephilim to survive. I changed their size and age to the values you said will be in the next version, and that helped a bit. The survived until the year 300 before dying off instead of the year 50 (I'm genning a very harsh world).
So I tried giving them better armor and some reactions to create various metals and such and so forth.
Didn't help.
Then I looked at what was going on in LegendsViewer, and I found that nearly every Nephilim was starving to death. I searched for some way to make them not do so, but I simply could not. The farming tags, fine. Jobs? Fine. Even giving them a reaction for free food did nothing.
Then I noticed that most of them were moving to one of their Towns and starving THERE. I thought "That's weird... they should be able to Trade for food, right?"
But they had no trader position token. No diplomats or brokers or any of that. So I tried adding that in.
Also no dice.
So in a fit of frustration I gave them [VARIABLE_POSITIONS:ALL] to see if they were missing some kind of job and if maybe there was something that could be done.
I now have Nephilim wandering over my entire continent until the year 1050! I'm also wondering if I should try adding this to other races that I'm having problems with and see if they become similarly fecund.
Note: This was all done on an imported map from PerfectWorldDF, with the exact same seeds and all settings except [VARIABLE_POSITIONS:ALL] and the trader the same. Heres what I added to the end of my entity_nephilim.txt file:
[POSITION:TRADER]
[NAME:mercator:mercatorum]
[SITE]
[NUMBER:AS_NEEDED]
[RESPONSIBILITY:ACCOUNTING]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:LEADER]
[DO_NOT_CULL]
[VARIABLE_POSITIONS:ALL]