Abandoned the old fortress due to FPS issues.  Switched to a smaller world size of just 33x33 (vs 65x65).  The worldgen settings for this create about 525 regions (+/- 25) and the possibility of finding an isolated island is very high.

This is DF 0.40.13

[WORLD_GEN]
[TITLE:SMALLER PATCHWORK]
[DIM:33:33]
[EMBARK_POINTS:1324]
[END_YEAR:600]
[BEAST_END_YEAR:200:100]
[REVEAL_ALL_HISTORY:0]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:2500:2500]
[RAINFALL:0:100:3200:3200]
[TEMPERATURE:25:75:850:1150]
[DRAINAGE:0:100:2350:1150]
[VOLCANISM:0:100:1750:1750]
[SAVAGERY:0:100:1150:1150]
[ELEVATION_FREQUENCY:6:400:250:60:120:250]
[RAIN_FREQUENCY:4:10:20:60:100:150]
[DRAINAGE_FREQUENCY:5:80:40:40:40:80]
[TEMPERATURE_FREQUENCY:5:15:80:150:60:10]
[SAVAGERY_FREQUENCY:7:20:20:20:10:10]
[VOLCANISM_FREQUENCY:6:60:20:60:80:120]
[POLE:NORTH_AND_OR_SOUTH]
[MINERAL_SCARCITY:800]
[MEGABEAST_CAP:8]
[SEMIMEGABEAST_CAP:50]
[TITAN_NUMBER:8]
[TITAN_ATTACK_TRIGGER:100:350000:3000000]
[DEMON_NUMBER:22]
[NIGHT_TROLL_NUMBER:11]
[BOGEYMAN_NUMBER:11]
[VAMPIRE_NUMBER:11]
[WEREBEAST_NUMBER:11]
[SECRET_NUMBER:22]
[REGIONAL_INTERACTION_NUMBER:22]
[DISTURBANCE_INTERACTION_NUMBER:22]
[EVIL_CLOUD_NUMBER:11]
[EVIL_RAIN_NUMBER:11]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:4:11:17]
[EVIL_SQ_COUNTS:4:11:17]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:3]
[REGION_COUNTS:SWAMP:20:0:0]
[REGION_COUNTS:DESERT:20:0:0]
[REGION_COUNTS:FOREST:20:0:0]
[REGION_COUNTS:MOUNTAINS:100:0:0]
[REGION_COUNTS:OCEAN:20:0:0]
[REGION_COUNTS:GLACIER:8:0:0]
[REGION_COUNTS:TUNDRA:8:0:0]
[REGION_COUNTS:GRASSLAND:40:0:0]
[REGION_COUNTS:HILLS:20:0:0]
[EROSION_CYCLE_COUNT:100]
[RIVER_MINS:8:8]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:20]
[CAVERN_LAYER_OPENNESS_MAX:80]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:20]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:80]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:6]
[NON_MOUNTAIN_CAVE_MIN:12]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:15]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:30:60:30]
[RAIN_RANGES:30:60:30]
[DRAINAGE_RANGES:30:60:30]
[SAVAGERY_RANGES:20:60:20]
[VOLCANISM_RANGES:30:60:30]

The four seeds are:

[SEED:MNmz6NRC2JgGudoY263T]
[HISTORY_SEED:roC6DOETjHLeinFIaGp7]
[NAME_SEED:xcLHB3I9WL6A11WYbol9]
[CREATURE_SEED:KjCUBN2ZpCFQsbvNXOjJ]

However, you would likely need the Plant Bug Fix mod to get the same world.


There are (14) civs.  Of the three dwarven civs, Girders of Waning is on the ropes while the other two are doing okay.


Looking at the Girders of Waning in Legends Viewer, they never had more then a single site, got into a war with the elves, and now have zero sites.


Details on the Coppercounselled (Gusilamkol) site are:


So it would be possible to roleplay the first fort as either refugees from Gusilamkol, or as escapees from the goblins or elves.  The site was first lost in year 97, taken over by the elves of Gale of Deserts, then changed hands to the goblins of Grooved Monster in 344.

Gale of Deserts is the largest elven civilization in the world with 18,103 living elves in 23 sites.  When you embark as dwarves from Girders of Waning, it will show "WAR" in the embark screen for elves.

One of the interesting features of Ospazmata is that there is an island along the west edge which is cutoff from the rest of the continent by a narrow strip of water.  This means that the dwarves can rebuild in peace, then maybe build a bridge to the mainland later.


That western island seems to have gold, silver, copper, and iron ores as well as a marble layer for flux stone.  The downside would be that the temperature is hot to scorching hot.

Possible embark on the border between a conifer forest, tropical grassland and temperate saltwater swamp.  



And the DFHack "prospect all" pre-embark estimate on metal ores.  So gold, iron, copper, lead/silver (Galena), tin (Cassiterite), and zinc (Sphalerite).  Of course, with my luck the iron will be locked up in a an aquifer layer.