For a second I was hoping merfolk citizens meant you'd gotten people to willingly live underwater.
I ran a similar fort based on that idea but found out sooner that yeah I need to figure out how to open up pathing so that a unit could walk through water that more than 2 z levels high.
function playallcivs()
for y,x in pairs(df.global.world.entities.all) do
require("utils").insert_sorted(dfhack.gui.getCurViewscreen().available_civs,x,"id")
end
here's a simple script that pulls all the civs from your worldgen into your embark select. the only good reason I see doing this is if you want to pick a random or specific Civ then run my military script to gain basic access to military controls.
said script is right here
function addmilitary()
local D=dfhack.gui.getCurViewscreen().parent.civ_idx
local grabbag=dfhack.gui.getCurViewscreen().available_civs[D]
--require("utils").insert_sorted(grabbag.positions.site,grabbag.positions.own,"id")
grabbag.positions.site:insert("#",{new=true,entity_position})
--grabbag.positions.own:insert("#",{new=true,entity_position})
--local OBag= grabbag.positions.own
--local E=dfhack.gui.getCurViewscreen().available_civs[D].positions.next_positions_id
local SBag=grabbag.positions.site
SBag[0].flags.MILITARY_SCREEN_ONLY=1
SBag[0].flags.IS_LEADER=1
SBag[0].flags.DO_NOT_CULL=1
SBag[0].flags.RULES_FROM_LOCATION=1
SBag[0].responsibilities.RECEIVE_DIPLOMATS=1
SBag[0].responsibilities.MANAGE_PRODUCTION=1
SBag[0].responsibilities.TRADE=1
SBag[0].responsibilities.LAW_MAKING=1
SBag[0].responsibilities.LAW_ENFORCEMENT=1
SBag[0].responsibilities.ATTACK_ENEMIES=1
SBag[0].responsibilities.HEALTH_MANAGEMENT=1
SBag[0].responsibilities.RELIGION=1
SBag[0].responsibilities.TAME_EXOTICS=1
SBag[0].responsibilities.MAKE_INTRODUCTIONS=1
SBag[0].responsibilities.MILITARY_GOALS=1
SBag[0].responsibilities.MILITARY_STRATEGY=1
SBag[0].responsibilities.MAKE_TOPIC_AGREEMENTS=1
SBag[0].responsibilities.ACCOUNTING=1
SBag[0].responsibilities.BUILD_MORALE=1
SBag[0].squad_size=20
SBag[0].code="BOSSCHEEF"
SBag[0].name[0]="BOSSCHEEF"
end
chances are this doesn't work due to trying to make it more user friendly (and was originally used in a lua script that boot up a gui which causes get viewscreen() to bug out.)
in discovery of reclaims news I some how bug my test site so that the noble of the area is just a fallen fisherwoman who now the only 'citizen' of the fort. like currently every time I reclaim shes still in the Citizens list and I have access to alter her labors, though that doesn't really effect anything and each fort retire the 'tamed' citizens impale bits of the former fallen founders on spears though merfolk(second reclaim lost their minds), the centaur(third reclaim no military lost their minds), and the ratkin(fourth reclaim all but 2 died from wounds from a bad bird attack gone wrong and retired before one of the ratkin snap and choked the other in their hospital bed, the berserk ratkin was later murder by the local spider-monster who while tame survive 3 reclaims with out being removed or killed.)