I couldn't find much about this by searching, so I thought I'd ask about it here: how do you (who have implemented it) do overworld generation? I'm not looking for something really fancy or an application of realistic processes to terrain data, but I do want something that looks decent and produces good variation, as well as being extendable...
Anyway, just wanted to know other RL developer's thoughts on the matter... here's the kind of thing I have so far with just a simple climate model based only on the topography and latitude of the overworld section: