Thanks for comments.
Just some info about things I did here.
I set up a different approach with this planet. Many of the displacements are actually in a separate chain in the node graph but hook back through into a kind of base layer as child layer. These separate functions all chain through displacement and distribution nodes. These are all blue function nodes utilizing perlin and voronoi basis. Then after that there are standard layers mostly dealing with colour and some larger fractal displacements. I found that separating most of the displacements in this way makes the graph easier to follow and edit. You can then pull data from this separate chain for use elsewhere to control colour for example.
There are fake stones but only the bigger ones. The other smaller texture (at least what can be seen here - it gets even smaller) is the same technique used for the stuff on the Mojo spires thread except I used a conditional node to get the values to two for masking purposes.
There is also subtle slightly distorted altitude driven Perlin basis which gives very slight displacement and colour. You can see this on the lower ground with the slight changes in tones at altitude.
There is more detail on the ground which will be visible with lower shots.
I wasn't too happy at more extreme towers elsewhere. That wasn't really intentional. Like the huge overhanging things in the distance but I'm leaving it like this. The towers are standard tweaked power fractal, nothing fancy.