There are a few weaknesses to the method used for TerraGenesis - mainly to do with the regularity of the subdivisions causing a blockiness to appear at MapView level. This is not trivial to adjust for - it will entail redesigning the entire way it builds the map.
Current thoughts are to have a "pre-map" designer that works out the features at a grand scale - placing areas for mountains, plains, lakes, plateaus, etc.. The TerraGenesis subdivision algorithm can then be used to create the randomness within the vertical constraints.
For those who want more info on TerraGenesis, please see my sig.
What I would like are some detailed ideas of things that you would like to see in the terrain options. My current thoughts are:
a) Islands option
b) Carving channels for rivers/lakes through terrain, rather than by "luck"
c) Improved map-edge specialised terrain - may make placement of oil refineries awkward, but I think I will explicitly include a new method for industry placement in the generator
d) Town and Industry placement to match the generation for New Game maps. (currently Many Random towns is poor, and Many Random Industries is like a pox spreading across your map - try it on 2048x2048 ... almost every hamlet gets 1 of every industry!!)
There will need to be many changes to the scenario generator to accomodate the new terrain gen. I will add an interface to the "Reset Landscape" button that brings all the terrain options into one place immediately before generation. So you will be able to pick the climate, the quantity of water, the hilliness, map size, etc, inside the Scenario Generator without having to hunt in the current scattering of menus, etc.
Are there any specific features you want to see (that are achievable without the new MapArray - so no cliffs, etc.)?
Let me know... otherwise I'll just do what I like
