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Author Topic: Civilizations and Caste-Specific Intelligence  (Read 422 times)

Keldane

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Civilizations and Caste-Specific Intelligence
« on: December 18, 2010, 01:23:25 am »

So here's a question for you folks - has anyone ever created a playable race that uses the Intelligent tag on a caste level (as in, not all castes of the race are intelligent)? If so, how did it handle in-game? Do the non-intelligent members of the race occasionally show up in your starting seven? Are such races even playable?
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Keldane

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Re: Civilizations and Caste-Specific Intelligence
« Reply #1 on: December 19, 2010, 03:34:34 am »

I experimented. Here are my results:

Castes without the Intelligent, Can_Learn, or Slow_Learner tags are treated as animals in fortress mode - that is, they can be designated to be slaughtered (and others will actually slaughter them), and cannot have labors enabled or disabled once you have embarked. That said, they still show up in the starting seven, and can be given skills from the embark menu. If they have skills enabled in that way, they will perform the related tasks as necessary. They do not show up as animals that can be chained up.
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Deon

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Re: Civilizations and Caste-Specific Intelligence
« Reply #2 on: December 19, 2010, 04:13:15 am »

Also you can give them jobs via external tools like Dwarf TheRapist.
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