World gen seems 90% focused at the moment on realism and worldwide maps and consistency, but fortress mode players don't have any great reason to care about that when they're playing on 0.1% of that world map. So I end up spending like 50% of my time trying to generate worlds, and not having much fun.
As a fortress player, I want a specific map, and don't want to generate 75 worlds on the off chance of maybe finding something kind of like it. For example, let's say I want:
* A volcano, with a high magma level
* Steel making ores and flux
* a coast
* steep interesting cliffs
* elves humans and goblins, at war with humans and elves.
* An aquifer
* some sand and some trees
This is almost completely if not literally impossible right now. Even with world painter, your brush only goes down to a resolution several times the size of a fort, which doesn't help ensure any sort of diversity like I am looking for, or to make the shape map I want. It's like trying to paint a picture with an 8 foot wide paintbrush only.
Instead, I'd envision a process something like current world painter, but for one fortress embark, instead of a whole world. I.e. world painting individual embark tiles in a single world square. The rest of the world doesn't even really need to be genned at all, although it could be if it's easier to just leave that code there and not have to solve all the problems with where migrants come from etc. that would result. In order of desired value:
1) Make the resolution of the worldpainter tool be able to go down to a single EMBARK square, not a world gen square. This solves most issues. It might require smoothing algorithms etc. to change, and be more computer intensive for the same size world, but you don't NEED the world, so who cares? You would always be doing this in a pocket world or even a smaller option, so the algorithm using much finer grained nodes is fine.
2) Include layer type (or whatever it is called - metamorphic, igneous extrusive, etc.) as one of the painting brush options on world painter.
3) Instead of 1-100 volcanism, just be able to paint volcanoes, and the number of the parameter can be height of the lava instead, which would be more useful/convenient (the actual worldgen can then smooth from that height more or less, to make it not stupid looking. I.e. the volcano height basically = the height of the node on that embark tile)
4) Ideally, be able to just force whatever combination of civs and war statuses directly (harder probably), without having to have them be part of some long story. But this would probably require a lot more under the hood changes than #1-3. #1-3 could still be part of a world, but you're just simply only micro-designing the small area you plan to embark in, and you don't care if there happens to be a world outside still, but more of the same code would work.