Oh, wow, that Double Slit Method really wins the dwarven prize for engineering. I never thought about that...
Anyway, yes, I tend to do what Kodkod does, and embark on slopes with aquifers that don't cover the whole map.
I generally enjoy aquifers for their limitless water and easy repeater potential... just so long as it doesn't cover the whole embark in a way that it makes the exploitation of the soil layers more difficult than they are worth.
Yeah, completely flat maps seem to have worse aquifers, while having a lot of cliffs gives more rock formation underneath the embark which can avoid serious aquifer problems. Rivers also seem to have aquifers underneath them a lot too. I don't want to turn the damn things off completely because they have uses. First, they're an infinite source of good clean water, and with rivers spontaneously stagnating, they're actually pretty useful ATM. My current fort has a cistern filled from an aquifer. Thery're also supposed to be damn good power sources if you need to make a big pump stack or something, but I haven't gotten into lots of serious machinery projects yet. One way to get around them is to carefully position the embark square, see where aquifer first shows up on the embark screen and only have part of the embark square positioned over the aquifer while you have another part of the embark square "dry" for your main habitations. But that big aquifer I mentioned above was fucking huge, it seemed to cover at least two whole biomes, because it seemed to extend onto neighboring maps on the
region map (and not just the local area map.
Yup, I had a map with extensive iron and coal deposits, and said deposits were located within an 8 level deep aquifer that covered the entire map.
That is what I would call a fascinating challenge. Time to mass-produce pumps!
Can you post that save? That is begging for a Mass Aquifer Removal megaproject.
There was too much rage for me to save. I'm pretty sure it was 34.02+, so I'll see if I've got the seed around somewhere, and I'll put it over in the Worldgen Cookbook thread.
EDIT:
Unfortunately, that world appears to be lost. The world was originally genned in 34.02. I ditched the world (and game saves I had for it) when 34.05 came out because of the eyelid thing. But the seeds I have for it aren't working right. I posted several embarks over in the cookbook thread, but some people told me they weren't working. I just tried to regen the world right now in 34.06 and it came up with a completely different map. So I downloaded another copy of 34.02 and I was going to make a save folder, and then mod out the eyelids to see if it would work with 34.06. But as the worldgen ran I noticed around year 50 something wasn't right, and I paused it. I checked out the map and it was the same wrong map that was genning in 34.05+.
Here's the seed for the world if you want it:
[WORLD_GEN]
[TITLE:Olzulsmata]
[SEED:ZJWCG6gCf28lar1e4mNh]
[HISTORY_SEED:fbpU2ur0TCtbSsavvfPQ]
[NAME_SEED:SQHihR9mJyQknecehXtR]
[CREATURE_SEED:ZRrvttrYvIga28JIavwd]
[DIM:129:129]
[EMBARK_POINTS:1274]
[END_YEAR:100]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:35:65:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:200:200]
[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]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:18]
[SEMIMEGABEAST_CAP:37]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[VAMPIRE_NUMBER:14]
[WEREBEAST_NUMBER:14]
[SECRET_NUMBER:28]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GOOD_SQ_COUNTS:25:251:503]
[EVIL_SQ_COUNTS:25:251:503]
[PEAK_NUMBER_MIN:12]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:50]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:1040:3:3]
[REGION_COUNTS:MOUNTAINS:2080:2:2]
[REGION_COUNTS:OCEAN:2080:1:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:2080:3:3]
[REGION_COUNTS:HILLS:2080:3:3]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:3500]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:65]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:30]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:5]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:5]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:50]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:30]
[TOTAL_CIV_POPULATION:7500]
[SITE_CAP:1040]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:2080:4160:2080]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:2080:4160:2080]
I don't know if that will generate a big aquifer like the one I had, but feel free to try it. The aquifer underlaid a prairie and desert that were both completely flat, and I believe at least one of the areas was Untamed Wilds. It was located over on the east side of the map in the temperate region, but the terrain on the map this seed gens is not at all similar.