I've always had a weakness for floating islands.
interesting, so I'll have to read those 22 pages sometime.
A question on tile acquisition: does the wizard have influence on how his new lands are added to his/her existing lands?
Are tiles stacked?
i.e. can land be deposited on top of another, creating higher land/mountains in which tunnels/mines can be dug out?
edit:
now that the entire thread is read, I'd say: go for the procedural approach, don't use predesigned models for terrain.
generate the islands when changed and save the individual models.
(generate tile added and modify adjacent tiles)
Not only roughness values etc. could be set per tile by a random seed, determined at the time of tile adding, but each mountain can have a different height, tied in to mineral content.
The basic rules for generation should allow for the islands to be generated on separate clients from the tile values and the random seed values, so there should be no need to transfer all the vertice information. ...depending on where the bottleneck would be, transfer of data or CPU cycles.
also for textures:
generate them on the fly by mixing various colour values depending on environment type (moist/height/temp) in some sort of fractal method
(example: startopia environmental deck or how evilness is represented in the terrain in B&W2)
and on edge sub-tiles mix with sample of adjacent tile.
I don't want to be a dick, but the root tiles suck. :p
I'd prefer the outer roots to be upside down mountains, while internal tile roots are connected with ridges.