Sea Level
Affects plot generation: Land vs. Water
High = Less Land, More Water
Low = More Land, Less Water
World Age
Affects plot generation: Flatlands vs. Hills/Mountains
5 Billion Years = Less Hills/Mountains
3 Billion Years = More Hills/Mountains
Temperature
Affects terrain generation
Cool = Less Desert, More Tundra, Less Grassland
Hot = More Desert, Less Tundra, Less Snow, Less Grassland
Rainfall
Affects feature generation
Arid = Less Forest, Jungle, Marsh, Oases
Wet = More Forest, Jungle, Marsh, Oases
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Legendary Start
Adds one more Luxury to start area
Adds two more Bonuses resources to the determined number needed for start area
Strategic Balance
Adds a major node of Iron, Horse, and Oil in or around each civ's start area
Abundant
Strategic: increases major and small node quantities (roughly 25-50%), increases ocean oil node quantities by 50%, and increases the number of small strategics placed on the map by 50%
Bonus: increases the number of bonuses placed on the map by 50%
Luxury: increases the number of luxuries placed on the map by 33% (not counting one-per-civ second type added to start areas) and target number per region is increased by +1
Sparse
Strategic: decreases major and small node quantities (roughly 30-50%) and decreases the number of small strategics placed on the map by 33%
Bonus: decreases the number of bonuses placed on the map by 33%
Luxury: decreases the number of luxuries placed on the map by 20%, decreases target number per region by -1, and one less luxury is placed in start areas