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« on: February 20, 2021, 08:46:34 am »
You can't paint good/evil because it's assigned by DF internally during world gen. The reason is probably because good/evil are region features (recently modified by evil spreading from sources, but that's probably more of a temporary hack than a "real" implementation, as spheres will require a new framework during the map rewrite anyway), and regions are build from the other primitive parameters that are available (salinity isn't available either, but salty/brackish/fresh doesn't affect region type). If you define primitive parameters in neighboring tiles that result in the same region type they join up to form a single region.
Evilness can be hacked during/after world gen, but that's the current extent. It would be possible to have a script interrupt world gen immediately after assignment of evilness to override those values, but it's quite possible DF doesn't detect that and you'd have to hack the flora/fauna of the region as well to make it work.
As you say, a PSV world allows you to paint what becomes regions such that you can manually split them into good/neutral/evil based on size to a decent degree.
Variance shouldn't have any effect on a fully defined PSV world. However, if you specify only some of the parameters and let DF generate the others it will do so (and I generally use fully defined PSV world, so I don't know much about how the hybrid approach works).
The wiki should be able to tell you which biomes belong to the same region type. "Hills" and "Grassland" have the same biomes (savanna, etc.), while all the other biomes are present in a single region type only.
A volcano is a "feature" that exists within a tile, and so isn't tied to any particular region type, even if the cone may rise to mountain elevations.
Rivers shouldn't split regions, as they appear "on top" (they're "features"). I suspect the cases you've seen are grassland/hill regions (they differ only by Drainage).
Never seen any flooding (although someone recently said that happened, although it wasn't verified as far as I've seen). Lake formation happens during world gen and can't be controlled by PSVs, though. Elevation below 100 results in ocean tiles (which can result in very small oceans...), not lakes.
A major civ killing factor is megabeast/titan count. They tend to stomp out a lot of civs while they only have a single site if you have a lot of them.
Larger maps typically have more civs on them, but more civs means there's a greater chance some survive somewhere, so reducing the number of civs reduces the chance/risk of them being near each other.
You probably don't want to play a truly dead civ, as those a badly bugged: No travel possible, so no raiding. Your civ won't found sites (naturally), but you can't conquer any either, so you're relying on sites to spontaneously tie themselves to you for those nobles. If you lose your expedition leader it won't be replaced, which locks out a lot of functionality if that happens, but I think getting a mayor will get past that problem (there should be a new one elected the next summer).