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the culprit is [CREATURE_VARIATION:AP_STANDARD_CASTES]
who finish with a [SELECT_CASTE:FEMALE]
so the attributes modification are only applied to the female caste.
for exemple, only the female beaver get the tags :
[NATURAL_SKILL:CARPENTRY:5]
[NATURAL_SKILL:WOODCUTTING:5]
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:INTUITION:0:400:600:750:800:900:1100] --
the other variation should be fine.
i just noticed that you have done a small mistake with big consequence, currently (it might be only as i did modding myself or my load order) Most modification only apply to the female caste as the game add the code at the end of the entry.
i think it's missing a [SELECT_CASTE:ALL] in the creatures files
there might be another way as i only started properly modding DF yesterday.
keep the good work and have a nice day.
The reason that you don't actually see quite this level of difference is (I would guess) that only dwarven civs can typically spawn in dwarf-friendly starting mountains while the animal civs are competing with each other for space. Just a classic case of Charles Darwin looking out for his beard buddies.
From the description, I just realised that you have looked this up and know how it works and why fixing it would suck, but I will still post this comment for those interested.
I *think* I made sure none of them had the Benign tag? I should double check. I've also noticed that having multiple creatures attached to a civ makes them appear way more often than I expect them to. I remember planning to look for more info on the Bay 12 Forums and not doing it...
As far as the entities having lists of animal people, it should vary per-civ, I think, but it may to my understanding also result in far more animal people civs than, say, those with dwarves.
@Winters I don't understand the question. Each entity has a list of animal person types it can pick from, I think it varies on a civilization level but I don't totally understand how it works.