That solitary pit near towns was created on a forest in 860s....Apparently, you can build new sites out from conquered sites. Or build them *counts* 17 tiles away from nearest own pit.
Though note the above is still flawed and 42.06 - I will be definitely making several tweaks. The 3-wide ocean is to guarantee no ocean beaches acting as bridges....*wishes Legends mode wasn't so confusing*
Though the lack of bridge over ocean is more driven by desire for all booze biomes.
Though on meeting, see also
this convo with vjek.
Anyway, like this nobody goes to war with dwarves, however they still get visitors - in this worldgen, the dwarves are dead but the fortress has near 600 pop, including third of the elves of the world thanks to being the only library.
Elves: They, like the dwarves, cannot slowly expand without conquering.
Goblins: Can spawn pretty much anywhere with low savagery, I believe? Definitely the plains, at least.
Can convert untamed wilds to lower savagery and build dark pits there, though the process is slow (took centuries till they expanded past that large rectangle, the center of which used to be mostly untamed wilds separated volcano strip) and I believe will only happen if they run out of nice places to embark on.
Humans can also convert forests, but they became the main battlefield between all the races here, at other times they've stomped everyone.....
Thus, my current idea is to have stationary elves + humans and goblins inching closer, until they're all in range of each other for longer worldgen, where you wouldn't get human pits and goblin forest retreats in second century. Better toy with population restrictions.
Though, I may have lost the point somewhere (if just visitors is goal, see vjek's fourth post in first page), it is an interesting challenge.