EDITED: May 28th, 2013First of all, here's the code for genning the two maps:
(To note: Mythos Major will need to have about 10 exceptions before it throws up an error message. I just choose "allow this error, but continue reporting others" and the next world will be our map. On my machine the whole process takes about 20 mins.)
Mythos Major:
Two parts:
1: Copy the "Large Greece" section over into the map template file (dwarf fortress/init/world_gen.txt)
2a: Start up dwarf fortress and "make a new world (Advanced)"
2b: Change the Title and Name to "Mythos Major"
2c: Enter advanced parameters and make these changes:
Use Seed: yes
seed: 96d1N14sOPkY6QmvgisZ
Use History Seed: yes
Seed: dYcAAP8qoTQJtHLhUQja
Use Name Seed: yes
Seed: P0mNYMkfkFmdpu8A1wLq
Use Creature Seed: yes
Seed: cyz6hQ2A3r5cj0lC3Gag
Embark points: 1324
End Year: 100
Population Cap after Civ Creation: 200
Site Cap after Civ Creation: No Cap
Percentage Beasts Dead for stoppage: Ignore
Year to begin Checking Megabeast Percentage: 1000
Cull Unimportant Historical Figures: No
Reveal All Historical Events: Yes
Min Elevation: 1
Max Elevation: 380
Elevation X varionce: 800
Elevation Y variance: 800
--All other "X-Y variance" values changed to "400"
--Rainfall min/max unchanged--
Min Temperature: 45
Max Temperature: 90
--Drainage min/max unchanged--
--Volcanism min/max unchanged--
--Savagery min/max unchanged--
Elevation mesh size: Ignore
Rain mesh size: Ignore
Drainage mesh size: Ignore
Savagery mesh size: 8x8
0-20: 1
20-40: 3
40-60: 6
60-80: 10
80-100: 15
Temperature mesh size: Ignore
Volcanism mesh size: Ignore
Minimum peak number: 0
Minimum Partial Edge Oceans: 2
Minimum Complete Edge Oceans: 0
Minumum Volcano number: 5
Mineral scarcity: 2500
Max megabeast caves: 300
Max semimagabeast caves: 300
Titan number: 24
all Titan "Attack requirements": None
Number of demon types: unchanged
Night trolls: none
Bogeymen: None (Gods with powers affecting Darkness, the Night or the Underworld need to discuss if they want bogeymen in the game or not as I consider these to be minor demons.)
Vampire curse: none
werebeast curse: none
secret types: 50 (arbitrary number - these can show where the mortals have decided to put a shrine/temple to one God or another, creating more "reputation" on Olympus, for instance.)
Regional Interaction types: unchanged
Disturbance interaction types: unchanged
evil cloud types: unchanged
evil rain types: unchanged
Desired Good Square Count in Small subregions: 1
Desired Evil Square Count in Small Subregions: 1
All other Min/max/desired square counts: NONE
Erosion Cyles count: None
Minimum River Start Locations: 400
Maximum River Start Locations: 400
Erode Extreme Cliffs: No
Orographic Precipitation: Yes
Max Subregions: 5000
---Cavern values unchanged---
Min natural cave size: 5
Max natural cave size: 25 (All Gods with authority in the Underworld: figure out which vales for these you want.)
Number of mountain caves: 100
Number of non-mountain caves: 200
Caves visible: no
Embark options show tunnels: always
Number of civs: 40
Playable cive required: yes
All the following min/max values set to None (we already have the map from PerfectWorldDF)
Mythos Minor:
Two parts:
1: Copy the "Medium Greece" section over into the map template file (dwarf fortress/init/world_gen.txt)
2a: Start up dwarf fortress and "make a new world (Advanced)"
2b: Change the Title and Name to "Mythos Minor"
2c: Enter advanced parameters and make these changes:
Use Seed: yes
seed: 96d1N14sOPkY6QmvgisZ
Use History Seed: yes
Seed: dYcAAP8qoTQJtHLhUQja
Use Name Seed: yes
Seed: P0mNYMkfkFmdpu8A1wLq
Use Creature Seed: yes
Seed: cyz6hQ2A3r5cj0lC3Gag
Embark points: 1324
End Year: 100
Population Cap after Civ Creation: 200
Site Cap after Civ Creation: No Cap
Percentage Beasts Dead for stoppage: Ignore
Year to begin Checking Megabeast Percentage: 1000
Cull Unimportant Historical Figures: No
Reveal All Historical Events: Yes
Min Elevation: 1
Max Elevation: 380
Elevation X varionce: 800
Elevation Y variance: 800
--All other "X-Y variance" values changed to "400"
--Rainfall min/max unchanged--
Min Temperature: 45
Max Temperature: 90
--Drainage min/max unchanged--
--Volcanism min/max unchanged--
--Savagery min/max unchanged--
Elevation mesh size: Ignore
Rain mesh size: Ignore
Drainage mesh size: Ignore
Savagery mesh size: 8x8
0-20: 1
20-40: 3
40-60: 6
60-80: 10
80-100: 15
Temperature mesh size: Ignore
Volcanism mesh size: Ignore
Minimum peak number: 0
Minimum Partial Edge Oceans: 2
Minimum Complete Edge Oceans: 0
Minumum Volcano number: 5
Mineral scarcity: 2500
Max megabeast caves: 300
Max semimagabeast caves: 300
Titan number: 24
all Titan "Attack requirements": None
Number of demon types: unchanged
Night trolls: none
Bogeymen: None (Gods with powers affecting Darkness, the Night or the Underworld need to discuss if they want bogeymen in the game or not as I consider these to be minor demons.)
Vampire curse: none
werebeast curse: none
secret types: 50 (arbitrary number - these can show where the mortals have decided to put a shrine/temple to one God or another, creating more "reputation" on Olympus, for instance.)
Regional Interaction types: unchanged
Disturbance interaction types: unchanged
evil cloud types: unchanged
evil rain types: unchanged
Desired Good Square Count in Small subregions: 1
Desired Evil Square Count in Small Subregions: 1
All other Min/max/desired square counts: NONE
Erosion Cyles count: None
Minimum River Start Locations: 400
Maximum River Start Locations: 400
Erode Extreme Cliffs: No
Orographic Precipitation: Yes
Max Subregions: 5000
---Cavern values unchanged---
Min natural cave size: 5
Max natural cave size: 25 (All Gods with authority in the Underworld: figure out which vales for these you want.)
Number of mountain caves: 100
Number of non-mountain caves: 200
Caves visible: no
Embark options show tunnels: always
Number of civs: 40
Playable cive required: yes
All the following min/max values set to None (we already have the map from PerfectWorldDF)
You guys should know that I gave all races the "[WORLD_CONSTRUCTION:...]" abilities of Humans in their raws, but by limiting the pop cap to 200, world gen won't crash from having to keep track of too many people even if you gen a 10,000 year world. This also has the effect of making each hamlet, town and city have roughly the same number of people as a good sized fortress, which helps with "realism". On the other hand, if you guys want a less civilized 10,000 year world, Ignore the pop cap and set the max site number to 10 or 20 - there'll be fewer settlements, but they'll all have LOTS of history.