Great information, I'll definitely be playing around with the numbers. Is there a way to make the goblins prefer evil land? I'm going to start trying to cook up a very evil world overrun with goblins and perhaps a custom civ or two, with a few sparse patches of resistance (dwarves, elves, humans).
Well, I did some checking and I think I may have found a decent answer for you. If you look in the entity file under the GOBLIN heading you should see a section of text that looks like this:
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
Now, go look at the ELF section. You should see for the elves something like this:
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
If you run the world gen a few dozen times you'll notice a pattern. In a
heavily dominated evil world goblins will ALWAYS populate in the evil areas of the map (Land of Sorrows) and the elves will ALWAYS populate in the "good" areas (Land of Bunny Rabbits and Sunshine). Now, if you swap the goblins evil text with the elves good text then you'll find the goblins populate the good areas (Jungle of Friends,
awwww) and the elves populte the evil areas (Jungles of Kicking Old People,
boooooo).
Now, you're probably thinking, "Great! But what about the Dwarves and Humans, dude?" Well, to be honest, I'm not exactly sure. I tried a few different things and I've been receiving mixed results. The dwarves and humans both have this tag that reads something like COMMON_DOMESTIC_etc, and if you replace those areas with the USE_EVIL tags the humans and dwarves will populate in evil areas, but at the same time if you run a map with NO evil and all good areas dwarves and humans (and even Goblins) will setup towns and hamlets in the (I think) nice areas. So, I'm not entirely sure at this point. It could be a combination of things that aren't obvious to me yet.
Regardless, though, you mentioned to me that you wanted to get Goblins to setup shop in only evil areas and using the above method in a very heavily evil dominated map, they will. You just have to make sure the civ entity is setup with USE_EVIL_etc.