Roughly enemy levels 1 - 4 correspond to the vanilla biter tiers.
the health levels basepoint for instance on the neutral faction are as follows
{
type = "attribute",
name = "health",
[1] = 15,
[2] = 75,
[3] = 150,
[4] = 250,
[5] = 400,
[6] = 750,
[7] = 1500,
[8] = 3000,
[9] = 5000,
[10] = 10000
}
the indexes correspond with enemy level and the number is the center of the Gaussian distribution for the health stat per level.
You are correct about the tiers filling the power curve.
Enemy evolution requirement when you select 1-10 levels is roughly every 10% evo gives a bump to biters.
For the enemy levels, they should be spread across the tiers selected. So if you selected 5 tiers
with enemy level 1-10 then the levels that would appear in the game are { 1, 3, 5, 7, 10 }
Nocturnal mode overrides the siege/raiding/migrating AI states. so if you select nocturnal the other settings will not function as you expect. The nocturnal setting is functional, but I haven't fully integrated the behaviors from the toggles
Raiding AI is attacking based on build/player/pollution distance, but does not require the nests be covered by pollution to engage.
Siege AI is the same as raiding, but unit groups can also build nests and will build toward the player.