So this process can be a bit easier...
Step 1)
Instead of typing in values for the seeds, just copy and paste this text into your worldgen file, then start DF and choose TEST LARGE ISLAND when you are choosing the world to generate.
It is the vanilla Large Island with specific TITLE, SEED, and END YEAR values added so the tester doesn't need to type in values.[WORLD_GEN]
[TITLE:TEST LARGE ISLAND]
[SEED:DFcnxOnt0aje0Djfemcv]
[HISTORY_SEED:37CElgQge4H5d1vPxS5E]
[NAME_SEED:LWyz4Q5SaXxG5kpIHDPE]
[CREATURE_SEED:x1SfNwLLbwhW4BZrrTZY]
[DIM:257:257]
[EMBARK_POINTS:1504]
[END_YEAR:250]
[BEAST_END_YEAR:300:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600]
[RAINFALL:0:100:400:400]
[TEMPERATURE:25:75:400:400]
[DRAINAGE:0:100:400:400]
[VOLCANISM:0:100:400:400]
[SAVAGERY:0:100:400:400]
[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:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NORTH_AND_OR_SOUTH]
[MINERAL_SCARCITY:2500]
[MEGABEAST_CAP:75]
[SEMIMEGABEAST_CAP:150]
[TITAN_NUMBER:33]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:52]
[NIGHT_TROLL_NUMBER:26]
[BOGEYMAN_NUMBER:26]
[VAMPIRE_NUMBER:26]
[WEREBEAST_NUMBER:26]
[SECRET_NUMBER:52]
[REGIONAL_INTERACTION_NUMBER:52]
[DISTURBANCE_INTERACTION_NUMBER:52]
[EVIL_CLOUD_NUMBER:26]
[EVIL_RAIN_NUMBER:26]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:24:244:0]
[EVIL_SQ_COUNTS:24:244:0]
[PEAK_NUMBER_MIN:12]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:4]
[REGION_COUNTS:SWAMP:252:1:1]
[REGION_COUNTS:DESERT:252:1:1]
[REGION_COUNTS:FOREST:1008:3:2]
[REGION_COUNTS:MOUNTAINS:2016:2:2]
[REGION_COUNTS:OCEAN:2016:1:1]
[REGION_COUNTS:GLACIER:63:0:0]
[REGION_COUNTS:TUNDRA:126:0:0]
[REGION_COUNTS:GRASSLAND:2016:3:2]
[REGION_COUNTS:HILLS:2016:3:2]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:3500]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[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:40]
[NON_MOUNTAIN_CAVE_MIN:60]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1500]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:33000:4032:2016]
[RAIN_RANGES:2016:4032:2016]
[DRAINAGE_RANGES:2016:4032:2016]
[SAVAGERY_RANGES:2016:4032:2016]
[VOLCANISM_RANGES:2016:4032:2016]
Instead of using a timer to get the times, walk away and let it run until the history is fully generated, then get the timestamps from these files
(If you open the file's Properties window, you will be able to get the timestamp in minutes and seconds. Use the Accessed time if you see both Accessed and Modified times.):
- gamelog.txt (this file is updated when the world gen process is started)
- data/save/current/region_snapshot-1.dat (this file is updated when the year 1 is completed)
- data/save/current/region_snapshot-250.dat (this file is updated when the year 250 is completed)
Then calculate the difference between the 1st and 2nd times (time to create the world), and the difference between the 2nd and 3rd times (time to generate the history).
The 2nd file may not be created until at the end of the first year, but that happens in a moment, even on the slow machine I tested.I ran it on two computers and have this:
3m 24s creating world
51m 2s history's 250 years
Celeron(R) CPU N3350 @ 1.10GHz (max 2400 MHz, 2 core)
Ideapad 120S-11IAP motherboard (whatever is in that laptop)
2 GB LDDR4-2100
0 min 22s creating world
6 min 46s history's 250 years
i5-9400F @ 2.90 GHz (max 4100 MHz, 6 core)
AsRock Z390 Phantom Gaming 4 motherboard
16 GB DDR4-2999 (base 2400 but using XMP to get to 3000)