I'm out of time as well, Volker. I can't take this much further but the basics are here and I think this has massive potential. Mostly because any kind of interesting strata or altitude driven anything gives the scenes a great sense of height and scale.
I can try to answer any questions but I'm not starting to experiment further. Believe me though, this could go far.
Calico, are you trying to use the graph where I have multiplied the power fractal output since the other one doesn't have a constant scalar? The power fractal connected to the multiplier still has a 0-1 colour value and is clamped. The clamping keeps it from going over 0-1 (this is why in my previous graph where I ignored the proper 0-1 colour values, I had the clamping turned off - that was the quick way to hook everything up). The multiplying constant scalar value simply alters the scale to suit what size you want your strata to be. For example I used a value of 40 here. My terrain had a displacement amplitiude value of 1000 but also had a spike limiting and a displacement offset of 1000. I may have set the offset to that because the strata disappeared below 0 altitude. I can't remember but you could check that one out. My terrain was reaching a height of around 2000m where I applied that coloured strata - there are many factors which influence what your tallest peaks may be, not just the displacement amplitude. That last render was not much short of 2000m tall in what you are seeing. The distorting powerfractal was multiplied by 40 (the strata size) so do you start to see how these figures make sense?
You'll find the right balance of scales and once you do this you will be off and running with many possibilities. Just remember that we don't want tiny smallest features values on anything because we'll get messy displacements i.e. smallest scale or roughness values. This idea is to provide rough strata forms not infinite fractal detail. If you saw child@play's renders with the furry effect, where he tried this altitude thing. This is why he got that. Lots of fractal detail which caused lots of tiny displacements.
A lot of this stuff is very frustrating to get to grips and will take some time with but once you get it it will be easy.
Also, a side note. Although TG2 has nodes for scalar and colour. It doesn't matter in many cases. TG2 will know if you are using colour or scalar.