Dwarf Fortress

Dwarf Fortress

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Animal People Civilizations
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5.033 MB
Jan 10, 2023 @ 10:26pm
Jan 13, 2023 @ 12:41pm
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Animal People Civilizations

Description
  • Basic feudal system consisting of a monarch and lords
  • Value nature and find butchering of animals offensive but are not as zealous as Elves
  • Generally peaceful with a stern sense of justice but shy away from executions
  • Naturally stealthy due to their quiet demeanor; Males can gore opponents with their antlers
  • Come from temperate forests
  • About the size of humans in height
  • Use deer as pack animals
  • Starts with a lord or lady appointed



  • Similar to humans, ethically, with some key differences, highly value cooperation and craftsmanship
  • Naturally sneaky and adept swimmers from birth
  • Monarchs are succeeded by generals, Lords and Ladies are succeeded by Ranger Captains
  • About the size of a dwarf
  • Basic Feudal system
  • Starts with a lord or lady appointed
  • Can form in most temperate regions
  • Uses giant foxes as pack animals


  • Very peaceful, ethically; Value the arts and knowledge
  • Governed completely by an electoral process; Overseers rule sites such as towns and fortresses; Ministers rule the civilization
  • Natural climbers and are slightly larger than Dwarves
  • During testing, were almost constantly at war with Elves
  • Can form in tropical jungles
  • Use deer as pack animals
  • Starts with an overseer appointed


  • Strong sense of justice and law
  • Much more industrial than other animal civilizations
  • Highly values military leadership; Lords and ladies are replaced by Captains, who lead town and fortress militaries and militias
  • About the size of a human
  • Almost a complete wildcard, in terms of values. Will always highly value truth and nature
  • Ethically similar to Dwarves, though they have no qualms with slavery and do not execute those who break oaths
  • Their industrial nature allows them to forge steel, though their works will never reach that of Dwarven craftsmanship
  • Civilizations can be founded in temperate and taiga forests
  • Use wolves and giant wolves as pack animals
  • Starts with a lord or lady appointed


  • Not as peaceful as other civilizations
  • Ruled by a basic feudal system, with noble lineages ruling over the lower class
  • Highly value independence, and their own freedom
  • Ethically have they have a similar sense of justice as humans, though they have little care for crimes against other races
  • About the size of a human, but their claws and teeth make even unarmed cougar men a potentially deadly foe
  • Civilizations can be founded in mountainous areas and other sites may be founded in temperate, desert and taiga biomes
  • Uses cougars as pack animals and mounts


  • Ethically they are more peaceful with a looser sense of justice
  • Ruled by a basic feudal system, with noble lineages ruling over the lower class
  • Value skill, martial prowess, nature and cooperation, more likely to be peaceful than at war
  • Natural climbers and adept swimmers
  • About the size of a human, but their claws and teeth make even unarmed cougar men a potentially deadly foe
  • Use leopards as pack animals
  • Starts with a lord or lady appointed


A smaller edition to this mod is the Brick Kiln; A simple building which is used to create clay bricks. A batch of 8 clay bricks requires 1 fuel and 1 clay boulder. This is to make building on the surface slightly less tedious.

Notes:
  • This mod adds more civilization choices for playing; New worlds created with this mod enabled may or may not have the race you want to play as or trade/quarrel with. Wolf Men, Fox Men and Deer Men naturally form in temperate forests and may not be created at world generation.
  • This mod is still in development and other races are planned for addition once the spritework is complete. Elk, Tiger, Lion, Leopard, Cougar and Raccoons are the remaining planned races.
  • This mod removes the animal people that are playable from the vanilla game (It adds the [DOES_NOT_EXIST] tag to prevent conflicts with other mods and to prevent crashes when a historical, or fortress citizen, attempts to create a statue depicting that entity. The races added are considered new creatures by the game.
  • This mod should be at the bottom of the mod list for load order.
  • This mod does not change any vanilla graphics and should not conflict with any other mods that change vanilla graphics
  • Buggered up the previous version, this is a re-upload with graphics

Looking for the non-playable version?
Popular Discussions View All (3)
21
May 16, 2024 @ 11:25am
Bugs and issues
MrGlasses
2
Jul 18, 2023 @ 10:02am
Graphical Issues
MrGlasses
0
Jan 10, 2023 @ 10:31pm
Mod Integrations
MrGlasses
41 Comments
GYPSYFOX May 13 @ 3:38pm 
all of my foxes are goblins... why?
FallenAngel Aug 24, 2024 @ 9:54am 
i would like to see some crab and insect style races too
Malikyte Jul 5, 2024 @ 8:33pm 
Wolves and foxes refuse to do anything but fish and haul, even if you disable hunting altogether.
Possumfella May 24, 2024 @ 10:15am 
Is this abandoned?
Heket May 1, 2024 @ 11:43am 
I too wish for a frog/toad race
Schmaltz Apr 16, 2024 @ 10:58am 
Cant dump em either
Schmaltz Apr 16, 2024 @ 10:57am 
Is there a way to remove masks from the folks?

Tried using the military which kinda works but i dont want a bunch of random military commanders.

Would be cool to have them not spawn in with masks ngl.
☾⎛sιтєʀ⎞☽ Apr 13, 2024 @ 2:23am 
I wish there was a frog/toad and jumping spider person race that we could play.
Autunite Mar 12, 2024 @ 9:49pm 
I love the mod, though some of the animal people visiting my fort seem to be living a way too long of a time. Like 300-400 years old. DFHack says that they aren't vampires or undead, could you maybe check the lifespans of the various races you made?

Again thank you for the lovely mod.
That Damn Elk Dec 28, 2023 @ 5:50pm 
How do I remove the animal restrictions? I can't get any cows or geese to raise and farm.