An infinitely scalable terrain of mountains, farms, roads, villages, houses, rivers, lakes, and forests. The terrain is created with a single texture using procedural noise and displacement. To create larger or smaller terrains, just adjust the size of the array modifiers. The procedural texture will do all the rest.
Try lowering the number of divisions on the plane and use smaller arrays. That should reduce resources.
Thank you ! There's some great info here, as well as a very useful idea/file.