Hey, Im toying with an game idea that will have the play area around the same size as software inc / cities skylines. I would like to use procedural generation to generate the map as it will make the expirance more unique each time. I looked at some examples of terrain generation and most famous one i found is by Sebastian Langue, He seems to use terrain chunks. i guess this would be good for an fps game that would constantly need to generate new terrain but should i still use this method for a game that i know will have max play area? or should i just generate one single plane and add noise to it?