Updated, everything works nicely with .05, (edit: and .06), check the recent changes in the first post for details. World-gen is considerably improved over last version.
Populations are uncapped now for a more lively world with a more fleshed-out history. See edit below. With less entities, there's less caravan spam during fortress mode, but there's still the same amount of ethnic diversity in the world so long as you put the creatures somewhere else.
I am pretty sure that the bleeding counter would still go down, it would only change pools of blood to globs of blood.
Yeah, you're probably right. Still, it was an entertaining thought.
Edit: Smallish update with version 0.26 for some tweaks and fixes here and there.
Later Edit: 0.26b. Another small update, but an important one. Since uncapped populations can cause
tremendous slowdown, world populations have now been capped at a value of 100,000 by default. I'm experimenting to see how high they can go before causing issues on my humble rig. Entities that build settlements in/migrate to oceanside regions appear to cause considerable slowdown during world-gen as well. Next version will have this tweaked so that world-gen should be comparable to vanilla speed.
Latest Edit: Thanks for the bump Deon, you're very kind.
This mod is undergoing major changes for the next release. Most of its features are being stripped and made modular, and what remains will be a collected of edits to various vanilla files. Hopefully I'll have a better description by the time I release it.