Set your savagery mesh to 8x8 and crank up the 0-20 range to be around 3x weight.
This seems like helpful advice; can anyone translate it into English?
Also what's this about megabeasts being too hardcore - any way to tone them down? Are they killing off all the civs in worldgen? (I never go in legends mode)
In your world generation options, go down the list till you find 'savagery mesh size', change it to the largest possible (which may not be 8x8 sorry, it depends on world size). Then adjust the 'savagery weighted range 0-20' to 3, and all the other 'savagery weighted range' to 1. If you still have trouble getting goblins to survive, set 0-20 even higher. You'll produce a world with very few savage areas, which you are trying to do because goblins don't do well in savage areas. Not sure if they will refuse to expand into them or whether the wildlife keeps them under control, or if there is some other reason, but low savagery = lots of goblins.
Elves on the other hand, prefer the wilderness, so you'll be taking away a lot of potential elf habitat if you take away all the high savagery areas.
It seems like it's really about producing enough areas for them to expand into so that they survive if they lose an outpost or three to megabeasts or wars. Elves need savage forests, goblins need calm mountains, humans need hills/plains and dwarves need mountains. I played around with my parameters to ensure there is enough of each, which was actually quite tricky considering the other things I wanted from the world (lots of waterfalls and volcanos with sand, fresh water, and sedimentary flux within a regular embark size, and minimal aquifers without just turning them off).
Now I get the terrain features I want with minimal rejections, but all the civilizations survive to 1050 on a 65x65 world only about half the time. Dwarves will frequently overrun all the goblin or elf outposts. Without the adjustments made for the terrain features, elves would be doing the same, but since forests are hard to come by in such a world, I had to adjust every other parameter I could to help them survive. Forest level rainfall is 2.25x more common, forest level drainage is 10x more common, high savagery is 3x more common, etc etc.
A world that was less insistent on having tons of volcanos with sedimentary layers in the same 4x4 embark should have no trouble getting all civs to survive worldgen if you adjust the parameters appropriately to provide each race with plenty of terrain to their liking. In fact with some more tweaking I could probably increase my races survival rates but as it stands it takes me just a few seconds to generate a world and if someone got wiped out I just generate another. Usually get one where each civ is reasonably healthy within a few tries, although sometimes I go with it even if one or two of them only have one outpost remaining.