Or, ideally, !!goblin!! science.
I'm experimenting with relative populations and whether that affects the invasion rate in .14. I noticed in
this thread that .14, with the same parameters produces an order of magnitude
fewer goblins and an order of magnitude
more dwarves in the world.
I'm now changing the "site cap" setting to see how that affects relative population size, on the theory that more goblins will make invasions happen. I've genned the same world three times, with these basic parameters on the first one:
Created in DF v0.31.14.
[WORLD_GEN]
[TITLE:MEDIUM ISLAND]
[SEED:182818016]
[HISTORY_SEED:739531168]
[NAME_SEED:2473350208]
[CREATURE_SEED:2198747008]
[DIM:129:129]
[EMBARK_POINTS:1274]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:20:100:200:200]
[ELEVATION_FREQUENCY:4:2:0:1:0:1]
[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]
[MEGABEAST_CAP:18]
[SEMIMEGABEAST_CAP:37]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[GOOD_SQ_COUNTS:6:63:0]
[EVIL_SQ_COUNTS:6:63:0]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:16:0:0]
[REGION_COUNTS:TUNDRA:33:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[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_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:10]
[NON_MOUNTAIN_CAVE_MIN:15]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1040]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:8000:1056:528]
[RAIN_RANGES:528:1056:528]
[DRAINAGE_RANGES:528:1056:528]
[SAVAGERY_RANGES:528:1056:528]
[VOLCANISM_RANGES:528:1056:528]
That's the first gen. It had 40,151 dwarves, and 602 goblins. Were I a goblin, I wouldn't invade that civ, either. The same parameters in 31.12 gave me 4467 goblins and 5497 dwarves, so I'm aiming for something around that level.
Second gen, I changed the site cap to 20, and ended up with 907 dwarves and 903 goblins. More parity, but probably not enough gobbos to get really hairy.
Third gen, site cap 100, 1685 dwarves and 1696 goblins in the world. Looking better.
4th, site cap 200: 4141 dwarves vs. 2130 goblins. I'm about 2k low on each.
5th, 300 cap: 6162 dwarves, 2658 goblins. The farmlands are seriously advantaging the dwarves. This looks embarkable, though, and another encouraging sign is that some of the goblin sites have dwarf prisoners.
On the theory that I should keep going until goblin populations went down, I genned with a site cap of 500, and got 15959 dwarves and only 1350 goblins. Farmlands are causing an explosion.
So, my next move is to embark in either the 4th or 5th iteration and see if I get invaded. I think the sweet spot for maximum goblin fun is going to be somewhere in the 300-400 site cap range.