@Moodflow - that was you!?!
What you see in the image was an accident ... it happened after applying a crater shader as the last shader befor compute terrain and plugging the terrain itself to the rim-shader. It is far out off scale - from bottom to top about 500m. But that could be corrected. The better view on structures will come later ... maybe, because:
When you were asking I had not ime - but maybe today I might finish something:
Taking a sphere and that wild strata functions. Changing the Y-To-Scalar into X or Z for the cuts going from up to down.
The tricky thing will be to convert the Sin-Output to positive only values - I remember the following: |x| = sqrt(x²) which could be very slow. This should produce some nice ridges but which have to be inverted for cuts.
Distributing the cuts with a powerfractal should be fun ,)
About Hornblower and Towerbuster terrains - I have a tutorial on how to approach such a terrain on the go.