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.
Absolute genius work! I'm new to procedural generated creative works and I'm very intrigued at the source of abstractions in logic to create the final produced work.
Thank you ! There's some great info here, as well as a very useful idea/file.