Reguardless of all that nonsense:
I have been using this, merged partially with bits of the Orc 2012 mod (the armor/weapons) as a goblin civilization. I must say that I've noticed in worldgen MANY sites being taken over by the gobbos... that is, until two or more of the civs around them get totally fed up with the Gobs and taken them out, leaving either a Ruin or "Dark Elven Fortress of Grubshabsnot".
I rather like it, and it leads to some situations with a Second and sometimes Third or Fourth Age of Legends, as once the site is taken away from the gobs, they are no longer hitting the population cap for their civilization and can expand at another one of their Dark Fortresses. Since Gobbos are immortal and not natural, they count as beasties and bump the Age back up to Myth status rather quickly.
My record is "6th Age Of Legends". It sounded awesome but it was only year 200 on a medium sized map... so kind of unplayable and there were far too many sites to allow for a good Fortress Game. Gobbos were also QUITE dead, which is why the worldgen stopped at that point, and the threshold was set at 95% dead beasties. Adventure mode would have consisted of killing panthers and not much else...