This worldgen for fortress mode, or adventure mode?
[MEGABEAST_CAP:18]
[SEMIMEGABEAST_CAP:37]
If for fortress mode, why are these values so low? Kick um up to 500 and 1000. Might wanna bring Titans down some, however. Their a bitch in a half.
[VAMPIRE_NUMBER:20]
[WEREBEAST_NUMBER:20]
Get rid of CSI:Armok! That stuff is for adventure mode. Doesn't pan out too well in fortress mode, this version, atleast.
[DEMON_NUMBER:28]
Goblin sieges and ambushers will be slightly easier without Demon officers. Set to 0. Won't loot mastercrafts however. Demons tend to have that market cornered. Elites and Masters still drop decent stuff, however. All of it you'll wanna melt anyway, as (items) don't count towards the overall created wealth.
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
Set these to 0, removes Kobolds. After 15 years, items will just start poofing. Observation isn't progressing in tune to Stealth. Heck, it doesn't progress at all. But Master Thief Kobolds sure do.
[RIVER_MINS:500:100]
Too high. Rivers limits playable surface areas and entity totals. Still get um with 0.
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
Ack! Change this to guarantee well water. 0-100 to 20-80. May also want to open up the caverns wider so Hunters/Weavers don't path spam.
[EROSION_CYCLE_COUNT:250]
25 makes less cliffs. Easier setting up Caravan roads.
Lastly, provide the seed numbers to get exact world. Thanks for sharing info. I'll give it a try sometime. Sincerely, Knutor