Having just caught this article in the latest Gamedev Weekly, it's making me want to go back to the drawing board. Many of my base principles are the same, though I've deliberately chosen to keep things simpler.
That said, it would certainly be nice to come back to map generation at some point in the future and see what can be done to improve it. Particularly the method of generating plates and using that to help generate the heightmap is something I want to incorporate to create more believable continents and mountain ranges.
A lot of different steps go into generating the planet, utilizing a variety of algorithms and techniques. They’re not perfect, and some of them are in fact quite finicky, requiring a lot of cautious tweaking of parameters and behaviors. Some of them are bad enough to make me cringe. But they work. At least well enough to make some pretty pictures, and some planets with enough variety that they might be a half decent foundation for some strategy mechanics. So in case anyone might be able to glean some useful ideas from my work, allow me to delve into some of the details (and include tons of colorful pictures along the way).