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Note for other commenters with huge animal person pops: Below is an explanation and a potential fix for the problem you are having.
I will be adding a Discussion topic expanding on other issues that make Animal People uniquely suited to surviving and thriving through a dangerous worldgen with massive populations, but hopefully the solution I present below is sufficient.
Civs with a random species selection, actually place a greater number of starting civs based on the number of available [CREATURE] tokens, so instead of expecting one Animal Person civilisation for every Dwarven civ, you may expect (geography willing) one Elephant Man civ AND one Lion Man civ AND one Wild Boar Man civ etc for every one Dwarven civ.
In addition, all of these animals are part of the same civilisation type with identical ethics and are thus unlikely to go to war with one another, a selective advantage against other civilisations. If their civilisation has the entity token [AT_PEACE_WITH_WILDLIFE], allowing the civ to exist in Wilds areas, they will be unable to fight other animal people who are not already part of a hostile entity/civ. This may compound the above issue with other threats being displaced by the number of animal person civs. (fix below)
To fix the core problem explained above, you would simply duplicate the relevant [CREATURE] token for the [MOUNTAIN], [EVIL], [SKULKING], [PLAINS], and [FOREST] civilisations a few dozen times. You could do this in your base gamefiles for that world, but that would get messed up by updates.
In the files for this mod (so you don't have your fix killed by an update), add to the entity file the lines [SELECT_ENTITY:[i]MOUNTAIN/EVIL/etc[/i]] for each entity and, on the line below each instance of this line, hit tab and add something like [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF] like thirty times until you are satisfied that there is a fair balance.
Modding Existing CIvs: https://dwarffortresswiki.org/index.php/Modding#Modifying_the_vanilla_objects
DISCLAIMER: I am not a modder at all and I have not tried this; I have a basic theoretical understanding of RAW editing only.
Excellent idea for a mod. Love it
I also want to make a civ in similar fashion with animal people living in towns like human and located potentially everywhere in little communities, based on the habitat of the animal man, but I have to first find a way to make sure it's little communities and not world conquering empires like with this mod
Hillocks are the non-standard fifth kind you can set up, where they only build the low level dwarf towns called "hillocks". These are just hollowed out low hills and small underground sections instead of above ground buildings.