Bit More Diversity

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Author: Count

Last revision: 17 Jan, 2023 at 21:32 UTC

File size: 98.3 KB

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Description:

While my other mod adds intelligence and the ability to join civilizations to many creatures, the effect is so rare that it’s hard to observe in practice. This addition seeks to remedy that, by adding in a number of new civilizations that bring the strange creatures of Dwarf Fortress to your worlds in much more prominent ways.

Note – You may want to increase the number of civilizations in your settings, as a few of the ones introduced by this mod don’t expand much.

Cave Dwellers: Deep under the earth, brutish humanoids carve out a place for their primitive society. Troglodytes have a cave dwelling civilization that is capable of trade on the backs of giant moles and rats and is generally more friendly than the kobolds who share their territory. They make crafts of rock and subterranean wood and wield brutal mauls and the terrifying and massive greatbow in battle. Beware their wrath, for their strength is great and their will is unbreakable!

Steel Citadels: Long have the species of the surface world thought of Molemarians as little more than beasts. Now, they rise from the lightless depths on abyssal towers to bring everlasting war! They bring with them the coveted secrets of steelworking and of the creation of strange and terrible constructs. It is possible to trade with them, but their thirst for war is endless and their thieves unrelenting. Also, you can play as them! They are strong and able to bring strange constructs, but their subterranean nature means they have little understanding of woodworking.

Dark Forests: In deep, dark forests terrible things lurk. The Foul Blendecs now have their own grove cities, from which they will try to kidnap your unfortunate children to replenish their numbers and corrupt the landscape into a realm of nightmares.

Free Tribes: For ages, the ogres have been nothing more than roving beasts and slaves to the goblin hordes. No longer! The free tribes are small, but they make use of a wide array of beasts, almost anything they can get their hands on, and despite their limited understanding of metalworking and their small numbers, the sheer size and strength of the ogres makes them an enormous threat if roused to anger. However, they are glad to peacefully coexist if you do not bother them and they may even be open to trade with a prosperous neighbor.

Mystical Hideaway: In secret underground cities reside the gnomes, whose strange magical nature is reflected in their mysterious society. They rarely interact with the outside world, but may sometimes sneak into mighty citadels to steal something that caught their attention. They are small, but they make use of strange and magical metals and cloth that are greater than anything mortals could hope to produce. Only the gods know how these silly, aimless beings create something so mighty. There can only ever be one hideaway in the world.

Underground Giants: The caverns under the earth have many inhabitants, and they do not take kindly to intruders. The giants of the caverns, the strange furry trolls and the hulking blind cave ogres, are somewhat more forgiving than their fellows but they may still grow impatient with uninvited guests.

Known Issues:
-Dark forests are supposed to corrupt the world around them, but that mechanic does not seem to work properly
-Alongside this, Dark Forests don’t seem to spread and found new settlements despite being able to do so.
-There seems to be a rare crash during worldgen, but it leaves no error message so I can’t figure out why it happens

Also check out my other mods!
Strange Secrets: Adds a number of unusual new secrets for people to discover in place of necromancy.
Living Gods: Allows semimegabeasts to take over human civs by pretending to be gods.
Bit of Diversity: Gives a bunch of sapient creatures the ability to join civilizations.

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Bit of DiversitySteam Workshop