With the bulk of the terrain generation under my belt, I spent some time working on the visual presentation of the hex map. I feel that the maps were looking too clunky and cluttered, with too many terrain icons. Since I had a fully detailed elevation map at my disposal, why not use that to create nice looking gradient terrain hexes, rather than relying on terrain icons to represent everything? I kept terrain icons for areas of high mountains and heavy forests, but the nice gradient of hex colors now presents a pleasing aesthetic to the map.
Oh, I also cleaned up river generation a bit more. My prior algo was producing some truly crazy and maze like rivers. While they looked interesting, they were decidedly not natural looking. This algo uses the previous one to determine an ultimate destination for the river, but then lets the river move naturally toward that destination, while introducing some subtle, meandering variations.
I'm starting to collect my thoughts on the next steps, which will involve placing cultures and their artifacts (settlements, dungeons, ruins, etc) on the map!