that's one way of describing it...This looks like a lot of fun to fiddle with...
if you ever do understand Muizer's guide fully can you come back and explain it to me? Assume you've got this bit now but the bits starting 'h' are height related, and the bits starting 'g' are ground type related. But the control of which bit it looks up on that other table i.e. if it's mainly 'gravel' or not, also depends on heights/slope - it kind of centres you on the indicated bit in theory first, then according to other stuff about the map, like if it's shoreline, or high-ground then it'll tend off towards either the left or right of the table.So, when looking at the temperate_deciduous_forest climate in the SGT_To_G-Hardness table and it says for FERTILE_LOW "SHALE" "QUAL_VERY_LOW" and I look these up in the G-Hardness_To_BGT table where it says "gravel", then "gravel" will be the "main" BGT in the fertile_low SGT? And the hs fade-in, hs median, hs fade-out, ... then control how other BGTS appear in that SGT? Do you know what each of these hs fade-in/out/median, gs fade-in/out/... do?
edit: after heaving a first read through Muizers guide that seems to be kind of covered there, wow getting into all this stuff will take a while...
Am still trying to find those textures...