Ideal embark site...
> No Aquifer, or Aquifer only in a corner biome, so I can dodge it until I want the sourced water. a river is better than an aquifer IMO.
> Decent flat area up top where I can build my main defensive structure. The entire map doesn't have to be flat, but I'd like at least a 20x40 block with no z-level changes so I have room for airlock walls, butchers and tannery, refuse heap, and traps.
> Full Z layer of sand or soil I can hollow for tree farming.
> Another z with some sand or soil I can build my regular farms in
> Sand present (glass is useful). Clay is a plus
> Several (at least 10) Z of solid stone (above the caverns) to build my fortress in. Dwarves don't live in dirt! Thankfully, I can basically guarantee this in advanced worldgen.
> Most minerals are optional. I'd like access to at least one war metal (Iron preferred) and at least one precious metal (gold preferred) at least in good quantities. If I get stuck with nothing but lead and zinc I will be... unhappy. The precious metal is sort of more important as I can use cage traps to harvest goblinite early on rather than having war metals of my own. Ideally, I'll have at least a *little* of everything so I can satisfy mandates.
> No Siltstone, Puddingstone, mudstone, conglomerate... I can deal with a little sandstone because it's "classic" but not too much. I'd rather have a neon microcline-orthoclase-cinnibar fort that gives goblins (and anyone looking at my screen) seizures than a crap-brown fort. Of course, the gray stones (Granite, Slate, Shale, etc.) are ideal for major constructions, looking both imposing and dignified. Sadly, I can't control this one very well, and at least I can console myself that the hideous brown layers are probably rich in iron and coal...