Is this the place to ask worldgen questions? If so, I'd like to know how to fiddle with the savagery mesh to get moar savagery.
Savagery as far as i can tell, just means the animals wandering around the top are more aggressive, and get far more "giant" versions of animals. As an example, half of a fort of goblins were eaten by a small force of alligators according to the legends in a fort i made with quite high savagery.
I.e, more of the map is "untamed wilds" where aggressive animals are common.
Personally, i would mostly leave the minimum and maximum values alone, can increase the minimum a tiny bit, but if increased too much will give a lot of rejects.
Increasing the variance should be fine, if you get too many rejects, lower it slightly.
Also try increasing the number of high savagery areas. i,e this:
[SAVAGERY_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]
Increase the number of 80-100 weights to about 6 can enforce more "very savage" areas on your map.
Bear in mind if you go over the top, you may lose out on some megabeasts, as in the legends of the same map with goblins getting eaten, a dragon took out about 200 dwarves/elves/animals and then died to an elephant.
I'm unsure how you "force" iron onto maps. I think a general idea is to try and increase the amount of sedimentary layers. I usually find they're more common in mountainous regions and occasionally near volcanos.
I suggest embarking where there is flux stone on a high mineral map and hoping for the best.
Goblins and trees are easy to deal with though.
Here was my attempt at getting all 3:
[WORLD_GEN]
[TITLE:IronTreeGob]
[DIM:33:33]
[EMBARK_POINTS:1024]
[END_YEAR:40]
[BEAST_END_YEAR:50:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:310:102:102]
[RAINFALL:10:100:80:80]
[TEMPERATURE:30:75:51:51]
[DRAINAGE:0:100:51:51]
[VOLCANISM:0:100:51:51]
[SAVAGERY:0:100:100:100]
[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:1:1:1:1:1:2]
[VOLCANISM_FREQUENCY:1:1:1:1:1:2]
[POLE:NORTH_OR_SOUTH]
[MINERAL_SCARCITY:250]
[MEGABEAST_CAP:5]
[SEMIMEGABEAST_CAP:2]
[TITAN_NUMBER:1]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:20]
[NIGHT_TROLL_NUMBER:10]
[BOGEYMAN_NUMBER:10]
[VAMPIRE_NUMBER:10]
[WEREBEAST_NUMBER:10]
[SECRET_NUMBER:20]
[REGIONAL_INTERACTION_NUMBER:20]
[DISTURBANCE_INTERACTION_NUMBER:20]
[EVIL_CLOUD_NUMBER:10]
[EVIL_RAIN_NUMBER:10]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:0:2:0]
[EVIL_SQ_COUNTS:2:32:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:2]
[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:250]
[RIVER_MINS:6:6]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:70]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:25]
[CAVERN_LAYER_WATER_MIN:5]
[CAVERN_LAYER_WATER_MAX:15]
[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_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:1]
[NON_MOUNTAIN_CAVE_MIN:3]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:68]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:60:100:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
Pretty much standard, i've made the cavern layers very empty of water, so you can wander around down there quite easily, so if you want to try and catch some GCS/Cave dragons, it's a possibility.
More evil squares helps the goblin count, lower good squares means less elves.
Should get you an embark reasonably quickly.
I suggest you change the amount of years to something you want, i've set it at 40 to make it less likely that any civilizations get destroyed, for at around 100, whilst necromancers start popping up, i also find several civilizations get destroyed by dragons.
Slightly increased the number of megabeasts, so it is within the realm of possibility that you'll find one, which i think will be !!FUN!!
If that's not for you, change that also,
do ctrl + f for:
[END_YEAR:40] <-- change that to what year you wish to start at.
[MEGABEAST_CAP:5] consider lowering this, but i find it amusing with dragons etc slaughtering everything. Also means if i go adventurer i may actually find one.
I like my caverns like this:
[CAVERN_LAYER_OPENNESS_MIN:70]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:25]
Means that you get wide open areas, rather than many tiny little narrow walkways. Feel free to modify. Also note, there's only about 70 layers between the surface and magma layer, often less. If this is an issue change some of these:
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
15/10/10 should give you plenty to work with. Or just 30/1/1 to increase the space between you and the first cavern and then all 3 caverns coming up quickly.
To use the map, just copy the whole thing (including worldgen bit) and paste it:
DF folder -> data -> init -> world_gen.txt and just paste it at the bottom.
Given it a few tries, in all of them i get a decent population of goblins, a decent amount of dwarves/humans and not many elves.