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In adventure mode, should you learn the secrets of life and death or become a night creature yourself, all zombies will become neutral to you, letting you seize the opportunity to make short work of their squishy and unarmed masters. Undead you raise will follow you as if they were companions; however, they will '''all''' turn neutral if you purposely attack one of them. Generally speaking, there seems to be a worldwide solidarity among night creatures, and if your parent entity does not have beef with any of them, becoming a night creature will allow you to just chat with various necromancers or [[mummy|mummies]], take quests from them, and take them as companions.
 
In adventure mode, should you learn the secrets of life and death or become a night creature yourself, all zombies will become neutral to you, letting you seize the opportunity to make short work of their squishy and unarmed masters. Undead you raise will follow you as if they were companions; however, they will '''all''' turn neutral if you purposely attack one of them. Generally speaking, there seems to be a worldwide solidarity among night creatures, and if your parent entity does not have beef with any of them, becoming a night creature will allow you to just chat with various necromancers or [[mummy|mummies]], take quests from them, and take them as companions.
  
==Levels of conflict==
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==[[level of conflict|Levels of conflict]]==
{{Main|Level of conflict}}
 
  
 
In adventure mode, while all hostile nonsapient beings are No Quarter by default (because they do not understand the concept of surrender), sapient creatures that are capable of speech (that means creatures with both [CAN_LEARN] and [CAN_SPEAK], or [INTELLIGENT]) can be talked out of a Lethal fight, either by surrendering to them or making them yield. A notable exception is creatures from civilizations with the [KILL_NEUTRAL:REQUIRED] or [KILL_ENEMY:REQUIRED] [[Ethics|ethics]], which are always No-Quarter with neutral and enemies, respectively. Non-lethal and below types of fighting (often happening at a [[tavern]] or as the result of a spat due to differing values or other grudges) can also be easily de-escalated. This makes conflicts with other hostile sapient beings much easier to manage.
 
In adventure mode, while all hostile nonsapient beings are No Quarter by default (because they do not understand the concept of surrender), sapient creatures that are capable of speech (that means creatures with both [CAN_LEARN] and [CAN_SPEAK], or [INTELLIGENT]) can be talked out of a Lethal fight, either by surrendering to them or making them yield. A notable exception is creatures from civilizations with the [KILL_NEUTRAL:REQUIRED] or [KILL_ENEMY:REQUIRED] [[Ethics|ethics]], which are always No-Quarter with neutral and enemies, respectively. Non-lethal and below types of fighting (often happening at a [[tavern]] or as the result of a spat due to differing values or other grudges) can also be easily de-escalated. This makes conflicts with other hostile sapient beings much easier to manage.
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[[Criminal#Criminal Organization|Criminal organizations]], on the other hand, dwell in a town's [[dungeon]]s, and although they take part in various [[intrigue| schemes]], they are not nominally hostile toward anyone (apart from the occasional insult or spitting). Their members have links with existing groups in the town, and killing some of them as part of a [[quest]] may not be taken well by the citizenry.
 
[[Criminal#Criminal Organization|Criminal organizations]], on the other hand, dwell in a town's [[dungeon]]s, and although they take part in various [[intrigue| schemes]], they are not nominally hostile toward anyone (apart from the occasional insult or spitting). Their members have links with existing groups in the town, and killing some of them as part of a [[quest]] may not be taken well by the citizenry.
  
==Insurrections==
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==[[Insurrections]]==
{{Main|Insurrection}}
 
  
 
Several civilizations may lay claim to a single site. When a site belonging to a civilization gets occupied by another, there is a chance for the site's inhabitants to revolt, treating their current parent civ as enemies (and their former civ as friendly). This shift of loyalty often translates into a bunch of fights erupting out of nowhere in adventure mode.
 
Several civilizations may lay claim to a single site. When a site belonging to a civilization gets occupied by another, there is a chance for the site's inhabitants to revolt, treating their current parent civ as enemies (and their former civ as friendly). This shift of loyalty often translates into a bunch of fights erupting out of nowhere in adventure mode.
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Benign wildlife isn't really hostile in that they generally flee conflict if able, but they ''will'' put up a fight if cornered.
 
Benign wildlife isn't really hostile in that they generally flee conflict if able, but they ''will'' put up a fight if cornered.
  
==Tamed enemies==
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==[[Tame|Tamed]] enemies==
{{Main|Animal trainer}}
 
  
 
In Fortress mode, ''any'' creature that's been labelled as an enemy of your civilization ''will'' be hostile toward your fortress, no matter what. Creatures become enemies of your civilization by either killing a member of your civilization (e.g. one of your dwarves, but even pets qualify) or by belonging to an enemy civilization or otherwise hostile entity in the first place. In practice, this means that the following creatures will always be hostile, ''despite'' their tameable status:
 
In Fortress mode, ''any'' creature that's been labelled as an enemy of your civilization ''will'' be hostile toward your fortress, no matter what. Creatures become enemies of your civilization by either killing a member of your civilization (e.g. one of your dwarves, but even pets qualify) or by belonging to an enemy civilization or otherwise hostile entity in the first place. In practice, this means that the following creatures will always be hostile, ''despite'' their tameable status:

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