I did some rather tedious science on civ distribution and survival during world gen. Not sure that this is the right forum for that, but I wanted to share the results.
If there are no objections to my conclusions, I would probably put some of them up on the wiki as well.
Here's what I did:-Let several world creations run on same world for 100 years
-Vary number of civilizations
-Vary number of demon types
-Vary number and size of caves
Here's what I discovered in worldgen:-Yearly Beast attacks do increase smaller than proportionally to number of civilizations. To clarify: More Civs means more beast attacks, but fewer beast attacks per given civilization.
-Therefore survival rate of individual civilizations increases with number of civilizations (In my example: 24% of civs survive out of 15 starting civs, but 82% survive when 40 starting civs are set)
-The yearly number of beast attacks does NOT increase as Civs grow.
-The yearly number of beast attacks does decrease as civs fall (again less than proportionally)
-So it is possible, to create an exceptionally FUN world with loads of dragons and titans, and still have civilizations thrive
-Number of Megabeasts is not suitable to limit Civ-growth. Civs are either wiped out almost immediately or grow almost undisturbed(since civs grow exponentially, but beast attacks stay constant).
-Goblins seem to have the highest survival rate of any civilization (more than twice the survival rate of any other race, even though in my setting, there were only a few starting Goblin civs), Kobolds have the lowest survival rate by a small but consistent margin
-Number of demon types directly influences the starting number of Goblin Civs.
-No demons means no Goblins (that much is known already)
-Even a low number of demon types will give you one goblin civ
-Higher number of demon types set a limit on number of Goblin Civs of roughly one civ per four demon types for low demon numbers, other limits (like maximum number of civs in total) still apply.
-It could be possible that only certain types of Demons allow for Goblin Civs, since Civ number was not definite for a given Demon number
-Kobold civ numbers do not depend on maximum cave size
Suggestions:-To get beast riddled world (medium size but mostly water in my case), with long history, surviving civs but no (or weaker) goblin dominance:
1. Set high number of megabeasts, semi-megabeasts and titans(71, 144, 44) → fun world
2. Set high number of Civs (40) → high survival rate of civs
3. Set high number of caves (61, 79) and high savagery → most Civs will be harmless kobolds
4. Set low demon type number ( 8 ) → decreases goblin civs, weakens their dominance
5. High savagery → limits civ growth without hitting maximum site cap or having a spammed world, which creates a more natural history feel
6. The rest is fine tuning of beast- and demon-numbers
Raw Data"Vary Civ Number" worldgen resultsCiv numbers | 5 | 5 | 5 | 10 | 10 | 10 | 15 | 15 | 15 | 20 | 20 | 20 | 30 | 30 | 30 | 40 | 40 | 40 | 60 | 60 | 60 |
Dwarf Civs | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 2 |
Surviving Dwarf Civs | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 2 | 2 | 2 | 1 | 1 | 2 | 1 | 2 |
Human Civs | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 5 | 5 | 6 | 9 | 8 | 9 | 10 | 8 | 7 | 10 | 7 | 8 |
Surviving Human Civs | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 2 | 2 | 1 | 7 | 5 | 4 | 8 | 8 | 6 | 10 | 4 | 6 |
Elf Civs | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 4 | 4 | 5 | 6 | 5 | 8 | 8 | 9 | 8 | 8 | 8 | 7 | 8 | 9 |
Surviving Elf Civs | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 4 | 6 | 6 | 5 | 6 | 6 | 5 | 8 | 6 |
Goblin Civs | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 2 | 2 | 3 | 2 | 2 | 3 | 2 | 2 | 3 | 3 | 3 | 2 | 2 | 2 |
Surviving Goblin Civs | 1 | 0 | 0 | 0 | 1 | 1 | 3 | 2 | 1 | 3 | 2 | 2 | 3 | 2 | 2 | 3 | 3 | 2 | 2 | 2 | 2 |
Kobold Civs | 1 | 1 | 1 | 2 | 2 | 2 | 4 | 4 | 4 | 5 | 5 | 5 | 8 | 10 | 8 | 17 | 19 | 20 | 39 | 40 | 39 |
Surviving Kobold Civs | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | 0 | 0 | 2 | 0 | 2 | 5 | 3 | 7 | 10 | 9 | 20 | 17 | 23 |
"Vary Demon Number" worldgen resultsDemontypes | 0 | 0 | 0 | 2 | 2 | 2 | 4 | 4 | 4 | 8 | 8 | 8 | 12 | 12 | 12 | 20 | 20 | 20 | 40 | 40 | 40 | 100 | 100 | 100 | 1K | 1K | 1K |
Dwarf Civs | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
Human Civs | 8 | 7 | 8 | 8 | 6 | 9 | 8 | 9 | 7 | 8 | 8 | 6 | 9 | 8 | 8 | 8 | 6 | 6 | 9 | 7 | 8 | 9 | 9 | 9 | 6 | 7 | 9 |
Elf Civs | 8 | 8 | 6 | 6 | 9 | 8 | 8 | 8 | 7 | 5 | 6 | 6 | 9 | 9 | 8 | 9 | 7 | 8 | 8 | 8 | 6 | 9 | 8 | 7 | 7 | 7 | 8 |
Goblin Civs | 0 | 0 | 0 | 1 | 1 | 1 | 2 | 2 | 1 | 3 | 3 | 2 | 3 | 3 | 2 | 4 | 6 | 4 | 10 | 8 | 8 | 10 | 11 | 10 | 12 | 12 | 9 |
Kobold Civs | 22 | 23 | 24 | 23 | 22 | 20 | 20 | 19 | 23 | 7 | 10 | 9 | 17 | 18 | 20 | 17 | 19 | 19 | 11 | 15 | 16 | 10 | 10 | 12 | 13 | 12 | 12 |
World Gen parameters; incomplete because too longCreated in DF v0.43.05. using PerfectWorld
[WORLD_GEN]
[TITLE:MEDIUM ISLAND]
[SEED:random]
[HISTORY_SEED:random]
[NAME_SEED:random]
[CREATURE_SEED:random]
[DIM:129:129]
[EMBARK_POINTS:1500]
[END_YEAR:100]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:1:2:0:1:0:1]
[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:71]
[SEMIMEGABEAST_CAP:141]
[TITAN_NUMBER:44]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:8]
[NIGHT_TROLL_NUMBER:19]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:11]
[WEREBEAST_NUMBER:21]
[SECRET_NUMBER:41]
[REGIONAL_INTERACTION_NUMBER:47]
[DISTURBANCE_INTERACTION_NUMBER:39]
[EVIL_CLOUD_NUMBER:31]
[EVIL_RAIN_NUMBER:16]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:40:189:0]
[EVIL_SQ_COUNTS:79:210:0]
[PEAK_NUMBER_MIN:9]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:23]
[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:40]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[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:15]
[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:250]
[MOUNTAIN_CAVE_MIN:61]
[NON_MOUNTAIN_CAVE_MIN:79]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:25000]
[SITE_CAP:8000]
[PLAYABLE_CIVILIZATION_REQUIRED:0]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
Comments and Disclaimers-The used world has rather strange geographical settings. Tendencies of tests are clear but absolute values are untypical of DF game.
-The used world is very savage in defined areas, severely limiting the maximum number of dwarven Civs.
-High number of caves allowed for many Kobold Civs.