- Site Cap after civ creation - A site is a megabeast cave, lair, cavern, town, hamlet, dark fortress, forest retreat, castle, or any other site. However, this parameter controls only Civ-type sites. The rest will be added on to this maximum. After civs reach this cap, they will not reach out anymore to place new cities.
- Cull Unimportant historical figures - Certain entities die early, without killing anything else important. They are erased from history, replaced with an ignoble anonymous mention on someone or something's kill list.
- Rainfall - Also makes more rivers appear on the world map scale
- Titan number - Megabeasts of a random nature. They are generated all over. Changing the Megabeast and Semimegabeast numbers change the number of pre-generated semi- and megabeasts.
Note: One can attempt to make a world go through the ages more quickly by pumping UP the amount of semimegabeasts, who are usually more killable than the regular megabeasts, as the "Age of Legends" and "Age of Heroes" depend upon the PERCENTAGE of megabeasts killed, not the number. - Night creatures - Confirmed. Zero means no boogies. I usually play with "1" night creature type, since I like the boogiemen but hate the legends about bitch women and horned men taking royalty as their spouse...
- Periodically erode extreme cliffs - Makes every impassable rock wall into a series of ramps. I don't use this as it's cheap and ugly. Pump up erosion to about 250, and turn the "Desired pre-erosion river count" to 0 for good erosion and no extra canyons (see rain re: generating rivers above)
- Orthographic percip. and rain shadows - This should be disabled if you're importing a map or using a preset map file that has weather. Makes mountains form a "rain shadow" with dry on one side and moist on the other. Also adds a random element which can distort or otherwise mess up the climates on a pregenerated map
- Max number of subregions - Upping this number will give less rejects. If a map has too much variation in biomes (that's a region), the generation begins again. Setting it higher has no effect on the number of regions generated.
I also need information on how modding impacts world gen params since I haven't done any modding.
Geez, have you got a minuite?
All entities have a starting civ max of 100, and a max pop of 10,000. This means that if you set the worldgen parameter for "Population Cap" to "No cap", you will quickly be overrun by sites and people. This is not good.
All entites have 3 or 4 basic variables that will greatly affect their final placement on the world map, in respects to this kind of unchecked growth (and thereby, how to check it).
[MAX_STARTING_CIV_NUMBER] - Worldgen picks civs in sequential order from the raws (what sequence I'm not sure). Once it reaches the end of the list, it will begin again at the top. Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type. Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen.
[START_GROUP_NUMBER:4] - Number of breeding couples a civ starts with. Helps give a boost to weaker civs by giving them more cannon fodder at the beginning of their histories, and better genetic diversity (if that's modeled for that particular creature).
[MAX_POP_NUMBER:2000] - Not sure quite how this effects civs, actually. I've set it to "0" and civs still have people. Checking in Legends mode shows that people joined the civilization and were unaffected by this cap. I presume that it controls the kind of population formed through birthing and not immigration/babysnatching/
[MAX_SITE_POP_NUMBER:100] - Generic site types will not hold any more than this number of entities. Must be at least 80 for towns to be generated. In general, lower pop numbers mean more sprawl, and higher numbers mean more needing to crawl when entering town stores, which are not affected by this cap.