burgingham wrote:That doesn't mean you don't have a point.
Between worlds 1 and 3 there was some experimenting done by the devs with densely populated worlds and giant worlds where you would hardly every see anyone (w2). I liked the latter better...the former guarantees drama though and we know how much the devs love that

You could have a bit of both worlds by implementing 'continental' based generation. Densely generated continents with 'free lands' created elsewhere to allow expansions.
What this means is that maps with lands is smaller, but at the same time the world is bigger with these massive 'collection' of lands being further away from one another.
So you'll see oceans map surrounding a 'continent' map.
Of course that means the devs needs to do a total re-write on the map generation.
Continent 1 is 4x4 SG, it has a small 1x1 SG connecting it to continent 2 that is a 5x5 SG. And so on.
It's less of a 'map generation' ala 10,000 units x 10,000 units and is more of a 'generation' within a 'map generation'...
EDIT:
http://i92.photobucket.com/albums/l21/dra6o0n/continentalnodegeneration_zps274c9c91.png (lol)
So you have a node network that 'creates' one 'continent', calls it a name, like say "Pangea", and then randomizes the maps within it. Then it ties the tiles and maps on the edge of one area of the node, say south east corner, and creating and attaching another continent, with the same method, with a different name, to it.
At the end of the generation it can fill up the 'unused' maps surrounding the continents with a sort of 'map like' square filling, with random 'islands' and such being created for those purposes.
Maybe If I drew a visual slide/chart people would get it lol!
The only issue is that I'm not sure the network the game is on may be able to handle it...