Worlds take in some string of letters, such as "ADFH" or "BBGIOP" and use base-26 with offset to generate seeds.
World changes are stored by seed and changes are persistent.
World size generates according to the "World Size" stat in your Charter. Charters generate this in a pyramid of ranges way. Boundaries are impassable.
Worlds also have Obstacles distributed according to some chance -- these take real time to cross, longer to go from obstacle to obstacle, and are annoying.
They also generate POVs according to weights and chances -- Ponds, Caves and Towers, each with their own unique item types and mechanics.
Lastly, they distribute resources out of the master handcrafted list according to a weights/chance system. Flora and fauna go in unused tiles, while other types go in Caves, Pools and Towers.
You get a readout of all of this when scanning worlds manually or via the Filtering system (more on that in a bit). Permanent Maps can be bought, which shows everything available within the current world size -- if it changes, the map does as well.