How do I use dfhack (or anything else, really) to make a civ truly extinct rather than stuck on "dying"?
This bug report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9503) contains some info I tried to use while fiddling with dfhack but I've had no luck finding out how to edit said variable that contains the civ population.
Some backstory for flavor:
I read somewhere that playing with a dead civ can be !FUN! due to no migrants after the two first waves and no caravans showing up either, and I wanted to create a small fort with little population as to get more involved with each dwarf (social engineer their marriages, manage their needs, have them each personalized bedrooms, etc.). So I fired up the world designer and made a pocket world with a single dwarf civ and 4 hydras (I messed with the raws so the other megabeasts don't exist, this is mainly because I want a hydra breeding program). Surely that would kill off the single early fortress, right? Right! Every time I generate the world not even 30 years passes before the only civilized site in the world is destroyed. I generate a few worlds until I get one I like and embark. All is well and good until I unpause and Urist LikesRoseGoldBracelets becomes the king and start demanding absurd stuff right away. I thought it was normal for a king to rise as the civ was being reformed and carried on. Then autumn came and a caravan arrived (no liaison though). Clearly something was wrong. After some research I found out about this bug where civilizations don't truly die due to the historical info of their population being zero but their civ population variable still being positive, but found no workaround for it. So here I am asking you of the community how to get rid of those pesky limbo dwarves that mithosis themselves into endless merchants and migrants.