Thanks guys. In that case, Mick, I have to work a bit harder on it
@luvsmusik: you should try a compute normal (patch 20-50) after the initial terrain, then add a surface layer with slope restiction and a rather large scale PF (100/1000/50) as mask, then add some (normal and lateral) displacements and (again masked by another PF) strata shaders (play with the variables!) as a child. Then a fractal warp. Quite easy to get this kind of terrain then (though I included some masks from Daniil's erosion shader to get the gullies, which I later filled with large rocks). Not even a compute terrain is needed after the fractal warp, for speed of rendering. Then some layers of ground colors.