humm. my only advice is, to not worry too much about 'The Age of Legends' designation since it merely indicates a percentage loss of megabeasts since beginning of worldgen. its purely aesthetic designation
I assume having more sites increases the likelihood of encountering/killing beasts/titans...or is it just a function of population, or historical population, or something else? Kind of a tangent, but I've also noticed elf settlements reliably die off around year 500 leaving only the capitol surrounded by abandoned sites, not sure if that is a common thing or not.
yeahh if you are adjusting default titan numbers, you can easily kill all viable civs . every titan or megabeast seems to attempt attacks yearly, so the more you add the higher chances you have of the early game settlements being completely destroyed.
I have a settings file that generates medium worlds with 1000 titans, and that is kinda fun, but I have to stop generation before year 200 or all the civs are destroyed.
pop growth and save size will ultimately come down to number of civs that survive the first 100 years and the size of the map.
histfig counts per site are generally not that high, so 1 or 2 is to be expected? I think
elves are weak and tend to fall off once the goblins get their populations going which might explain the die offs around 500.
my sweet spot settings tend towards medium / small worlds with boosted civ counts, however I only run the worlds for 250 or so years.
If you are shooting for 500+ year histories I highly recommend small or smaller worlds. Medium is simply too big, and too much irrelevant data.
if you are having trouble with certain civs staying alive, you might try duplicating their raw files into a 'new civ' with the same properties as the old one. this (iirc) causes more of that civ / race to generate during worldgen.
site caps, I know very little about, and am curious if anyone else knows how or what they affect in terms of lag generation and save size. I imagine you lower the site caps to prevent over-population, but.. unintended consequences perhaps.