Over the modding months I have accumulated a few tags which I feel should be implemented into the game. Upon my pondering of the subject, I have concluded that other modders might have more tags to add.
That's what I thought. Maybe this thread will have a better fate.
[PREDATER:x]
A creature will x% of the time actively hunt and dwarves. Things like giant lions could have 10% or so, GCS could have near 75%
I feel that that this behavior would better be modeled by hunger, temperament, and tactics.
Edit: I actually had gathered a few more raw suggestions, might as well post them.
Creature tags[ALWAYS_HISTORICAL]
A caste level tag that makes a member of this caste be always historical. Should only be used for rare castes, obviously.
[CASTE_POP_NUM:x]
Limits the number of members of a specific caste in a population to no more than x. Population in civilized creatures would mean a single civilization, in wild creatures a single group.
[CURIOUSBEAST_KIDNAP:creature/caste/creature class identifiers]
For dragons kidnapping princesses, of course.
[NIGHT_CREATURE_LOST]
A night creature that arises from people lost in certain (evil/sphere-related) regions.
[TRANSFORMS_FROM:ANY_CHILD]
[TRANSFORMS_FROM:ALL]
[TRANSFORMS_FROM:ANY_ADULT]
[TRANSFORMS_FROM:DWARF:ALL]
[TRANSFORMS_FROM:CREATURE_CLASS:GENERAL_POISON]
This tag could control what creatures a lost night creature arises from, and/or additional creatures that a spouse converter could convert (and what other night creatures are to come).
[ARTIFICIAL_HIVEABLE:hive type]
An expansion of the existing tag that determines what kind of artificial hive the vermin can be placed in. This would go with the following tool tag extensions:
[TOOL_USE:HIVE:hive type]
[TOOL_USE:HIVE_ADVANCED:hive type]
An advanced hive would be one that isn't destroyed by harvesting it.
Other assorted tags[SETTLE_BIOME:biome]
This tag would denote a biome that an entity could settle in, but would not start in (BIOME_SUPPORT does not do this).
[ROTS:time]
An extension of the existing material tag that allows some materials to rot faster or slower than the default.
[HAS_SKILL:skill]
A reaction reagent token where the reagent in question (presumably a tool or weapon, perhaps instruments in the future) has a certain skill associated with it.
Edit edit: Some more threads dealing with raw tags:
Diet typesRandom/set pets for cultures/civs