[NOTE: worldgen recipe won't work without editing dwarves to use CITY as their default site]
Being trapped on a laptop from 2008 tempers everything I do, so, with that in mind..
Here's my most recent (yet always-pocket-island-sized) worldgen setup:
[WORLD_GEN]
[TITLE:POCK ISLANDS]
[DIM:17:17]
[EMBARK_POINTS:10000]
[END_YEAR:2016]
[BEAST_END_YEAR:30:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:200:401:401]
[RAINFALL:0:100:26:26]
[TEMPERATURE:20:150:26:26]
[DRAINAGE:0:100:26:26]
[VOLCANISM:0:100:26:26]
[SAVAGERY:0:100:26:26]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NONE]
[MINERAL_SCARCITY:2000]
[MEGABEAST_CAP:0]
[SEMIMEGABEAST_CAP:0]
[TITAN_NUMBER:0]
[TITAN_ATTACK_TRIGGER:0:0:0]
[DEMON_NUMBER:3]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:10]
[WEREBEAST_NUMBER:60]
[SECRET_NUMBER:36]
[REGIONAL_INTERACTION_NUMBER:40]
[DISTURBANCE_INTERACTION_NUMBER:34]
[EVIL_CLOUD_NUMBER:23]
[EVIL_RAIN_NUMBER:28]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:1:7:0]
[EVIL_SQ_COUNTS:1:10:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:0]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:2]
[RIVER_MINS:1:1]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:4000]
[CAVERN_LAYER_COUNT:2]
[CAVERN_LAYER_OPENNESS_MIN:95]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:1]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:3]
[CAVE_MAX_SIZE:6]
[MOUNTAIN_CAVE_MIN:1]
[NON_MOUNTAIN_CAVE_MIN:5]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:5]
[TOTAL_CIV_POPULATION:27]
[SITE_CAP:-1]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:36:72:36]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
The main changes:
*no site cap (but balanced by 'total civ pop 27')
*reduced cave depth
*messed with cavern layer openness (but not sure if desired effect was achieved)
*4 complete-edge oceans
*no night trolls/bogeymen/megabeasts/semi-megas (the main sources of conflict will be necromancers and kobolds/gobbos)
*enhanced good/evil square count
*lastly, outside of these settings I also make all civs default site type to 'CITY' and turn off most aquifer tags :> Which leads to the next one..
*NO mountain peak, since dwarves can embark anywhere via city due to my changes
Sooo ye, this setup probably wouldn't work for fort-maps
High elevation rejection, lack of rivers, lack of mountain caves, but after those it gens some nice fragmented island maps
Leads to a civilization-based world (usually with a good-sized chunk of evil and necromancers) that is CPU friendly and with no stanky mountain range to complicate travel :>
http://imgur.com/QGgHG2w