There's a myriad of other factors in a running fortress, so i guess this is somewhat arbritrary anyways. I'll need to see how the first two criteria even correspond. and kinda the cause why I even try to get this kind of world again. How many animal people visitors actually show up. I have had animal people join any kind of civilization in worldgen, not just elves, so I consider rat people living with humans another success. Bonus for spread out populations, because one elven civilization with three bird people kinds doesn't really help much with spreading animal people. Amount of playable civilized animal people types in adventurer.įor people to visit in fortress mode, they have to be part of a civilization. I haven't checked if this shows in fortress mode, but it nicely corresponds to the next criterium. I guess if worldgen produces many animal people that actually do something in the world (even if it's just luckily dying of old age), it is likely to do so when running a fortress. (Count of occurence of '_MAN' in the legends xml dump compared to the total number of historic figures.) Relative number of historic animal people. My criteria for checking how 'animal people friendly' a world is right off the bat: I thought I'd SCIENCE a little, so I made up some measurements. By 'a lot' I mean having them everywhere in copious numbers and thus at least somehow likely to visit my fortress. I've been trying to find worldgen values that produce worlds with a lot of civilized animal people. REGIONAL_4, EVIL_CLOUD_3, vile gloom husks.
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