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Dwarves need alcohol because they are dwarves, if they live in any other civilization, they still need alcohol. Same with rain, the negative reaction to which is universal, I think.
The changes to human civs are primarily to make them more easily playable, but also to make their social structure more interesting. Their military is tied in with their site nobility, which means individual towns can create large armies, not just their parent civilization.
Otherwise, they can play just about the same as dwarves, except that they lack intrinsic dwarven traits like strange moods, need for alcohol, and martial trances. I added strange moods to my humans personally, though, because they're fun.
Yeah, some names for things are inherited from older files' methods. I didn't care to rename the generic layers, as they're largely used for divine metals anywho.