Animal people from in the caverns are listed as possible targets for interrogation. Technically regular animals are too, so this might not be intended behavior. It still got me thinking.
A ) Will there be a chance of a wanderer in the caverns being propositioned to steal something by the local animal people instead of just attacking every time?
B ) Is there any chance that animal people and/or trolls be able to petition release?
~C is snipped~
'Indigenous' populations aren't really slated to have anything arrive for them until the law arc after the big wait and world rewrite into sorting things out for them to where they're nuanced civs/societies, im not sure if the underground is actually counted into that besides "deep dwarves" and what they will eventually turn out to be like.
On one hand, they could just be dwarves utilizing the space freed up by re-write which is a perfectly acceptable niche, on the other they could simply be a more intelligent form of dwarf subspecies as Toady discussions allude to, to be the framework of how player input civilizations can exist at that depth and trade/war without being technologically/moviationally (you stole xyz from our site, or we process reasons and plots like topside civs) or culturally bare bones, its really too early to say.
I know I've asked about trolls before but you recently talked about being unsure if they could be citizens already so I wondered if you'd changed your mind.
Im plenty sympathetic to the plight of semi-intelligent creatures like gremlins or troll 'pets', but persistence in asking about this probably won't pay off until they're overhauled likely alongside animalpeople in a later arc, there are plenty of technical DFhack solutions to try and utilize these creatures but you simply have to have a good grasp of the issues for the moment.
1. Wild creatures of any description do not have nemesis files (the thing that culminates them as a historically logged current NPC), if a plea was accepted then in your scenario, this is pretty much what DFhack player contributed scripts seeks to do by monitoring fortess populations for capable intelligent beings and infusing them with it to make them historically worthwhile, not every gorlak or animalperson could have one by default to judge whether they are worthy like transient visitors do or the simulation would self combust under the pressure of logging every notable thing they do like where they live, feel and think which leads into broad cultural identity 'tribe, camp, civ' of indigenous creatures in the law arc or a bit of a bodge job, as the only thing they know or place they have lived is in your fortress upon the "awakening" of their nemesis file that limits their self perception unless it was written down as a inherient personality on their creature file.
Sorry if this was a kind of a blunt way of putting it, but its the most pragmatic way of explaining partially the issue with its current iteration.
2. The limitations of the troll and gremlins that cause them to be aquired as animals, skew their roles as citizens under the control of the player, so are always subjective to the ordering and orchestration of tokens to the desired result. Trolls for instance can be led around like herd animals to be left in pastures but wear dainty troll sized clothes and sleep in citizens beds, due to the overlap, meanwhile gremlins constantly need training to much ire but have no self recognition to comply with it. Both are complex issues that'd need scope of analyzing how best to put them in future token boxes more detailed than we have now.
Question of my own:
Are expansions to the C screen now you've revamped it in the recent devlog on the table for the future? trying not to skew the question with a suggestion, but practical ones like seeing tunnel connection points between fortresses and any subterrenean FOV your civilization has relevant for travelling.