Switched to a kind of scaled area system where each tile has different scaling factors for operations whose representative area per scale unit is expected to be variable (so, agriculture, subsistence, and forestry, mainly) and then used that for generation control (it can also be reused during gameplay to calculate used vs available space), effectively allowing me to have variable-sized operations without them really being variable. Seemed to work. I want to detail it a bit more though so that agricultural cultures will still generate some hunter-gatherers, representing general woodsmen and the like, partly to cover areas that are outright inhospitable to agriculture but also just for expected flavour (and to leave some space available for agricultural expansion, gradually taking space away from hunter-gatherer stencils as the region develops).
I also started painting soils instead of everything being Regosols. Probably not going to go super detailed especially since climates still need a lot of work / fine-tuning, and they affect terrain, which affects soils, but decent for a test bed to make sure soils' impact on agriculture is working properly.
Edit: expanded generation, now certain ecological adaptive models can get a bleed-through from others as described above. Enables agricultural societies to get a bit of settled pastoralism, settled pastoralism to get a sample of the agricultural set (so agriculture and settled pastoralism both share the same main set of operations, they're just weighted heavily towards certain sets), cyclic pastoralism to get a small amount of subsistence agriculture only (not the other ag forms), and all forms get a bit of foraging. This seems to work fairly well, and also helps for areas where the selected culture wouldn't otherwise work - you can see below how the northern coast is mostly pastoralists - but the societies there are actually all set to generate as agricultural. However, because the land there is very cold and the soil not very good, very little agriculture gets generated, whereas pastoralists & foragers are a bit more able to live in such conditions.
Profession mapmode added to illustrate how this yields some overlap in generated profession types in tiles. (Rivers here are a placeholder image that's been added as a cartographic layer to make placement of gleysols and fluvisols easier in the soil editor. I do plan to add proper rivers at some point with real geometry - I'm just not entirely certain how I want to implement them as in-game objects and how they ought to interact with tiles, so it's on hold and will maybe get added after generation if I finish generation significantly before Q2 2025).
Sounds cool, also like a lot of work. Is it fantasy based or more rooted in reality?
Earthlike world. Currently with no fantasy elements, though I may or may not add some. They would be religious / magic elements, if at all - not things like orcs and elves. I have actually speculated including one or two near-human hominid species in some of the far peripheral parts of the world (possibly the island near the northern pole since it's extremely inhospitable for humans and might make sense as a "last refuge" of a hominid species that couldn't compete with Homo Sapiens), but I'd consider that to be speculative fiction rather than fantasy. In any case that'll be a decision to make later. I've had some difficulty deciding in whether to go hardcore real-physics-only as far as lore is concerned, but I do lean in that direction because I want it to eventually extend to a modern or near-future time period.