I think the MapTweaker utility will give you the number of terrain tiles on a map broken down by terrain type.
Thanks, but it looks like MapTweaker only works on bic/bix/biq files. I only have a .SAV, as these are randomly generated within Conquests and not based on a scenario.
However, I have performed an analysis of the first map. To do so, I reduced it to a 4-color, indexed, PCX formatted file with the GIMP. This was sufficiently few colors that all water tiles were the same color, but not so few that land tiles were the same color. Then I ran it through a program I wrote (mostly modifications from code I'd already written) that gave me the frequencies of each color in the PCX file (ignoring those that have frequency 0). This allowed me to view how much of the map was water.
And as it turns out, the first map I posted is approximately 40.95% water. Possibly a bit more, as there was a tiny bit of border around the image that wasn't indexed to water. But, approximately, 40% water.
Thus, it's time to share the method. Although I did it the hard way, there's actually a surprisingly simple one. So here it is:
1. In Conquests, go to the New Game page, and select Archipelago, Continents, or Pangaea, whichever you wish to play. The water setting you choose will not matter, as you will be changing that shortly. Also choose climate, temperature, and age as you wish.
2. Click on the "O" twice to start the game. This will NOT give you a map with less water than normal, but it will save all the settings you wish to play (don't worry about the water setting, we'll change that later).
3. Quit to the main menu. The game you just started has too much water for your tastes, it's time to fix that.
4. Open conquests.ini, in your Conquests folder.
5. Go to the line that contains WorldOceanCoverage in conquests.ini
6. Change whatever is after the "=" sign on that line to some value between 3 and 5. I used 5 to create the maps I posted.
7. Save the file.
8. Start a new game in Conquests. You'll notice that your selected landmass will no longer read, for example, "Continents (60% water)", but rather, something like "Continents (Pangaea)". This indicates that you have made the proper change. Your landmass type will match the first value, not the one in parentheses. The value in parentheses just indicates the "improper" water coverage value.
Note that you may have to add a line WorldOceanCoverage=5 to conquests.ini if there is no line about WorldOceanCoverage. I do not believe it matters where you place this line; mine follows WorldLandmass.
Also note that I haven't had 100% success with this method. This may have been due to my using a hex editor to modify the values in RAM, before realizing that it would be a whole lot easier (and probably more reliable) to do so in the conquests.ini file. With my error-prone hex editing method, I was getting 50% or slightly more maps with significantly reduced water. I seem to be getting much more reliable success with the conquests.ini method. But it may happen that despite using the conquests.ini method, you still occasionally get a map that doesn't have noticeably reduced water.
Another thing to note is that I seem to be consistently getting maps with a similar level of water coverage regardless of the value I use for WorldOceanCoverage. 0 means 80%, 1 means 70%, 2 means 60%; those are the standard values. Changing them does produce noticeable changes; if you change only that setting and use the same game seed, other than 0, you often can notice a similarity in the maps (but not always). Theoretically, 3 would mean 50%, 4 would mean 40%, etc., up through 8 meaning 0% water. But in practice, all the values I have tried, including 8, have yielded the types of maps I have posted above, which seem to have roughly 40% water. There may be a requirement of a certain amount of water in the map generator, since water in some quantity is rather important in the Civ games. I suggested 3-5 above as that's what I tested with most, and it's also the least radical in theory.
Hope this helps. You can also use this in scenarios, as long as there is a custom map, using the same method described above. I don't think there is any way to create a scenario that will use these settings by default (unless it's possible to possible a custom conquests.ini with a scenario?), but it does appear to have the same effect on scenarios.
Attached is another map I generated, with Pangaea this time. That's one big, honking Pangaea!