Some technical details:
[POIs]
The POIs are selected from an included list, in a format such as this:
skyscraper_01,DOWNTOWN,2,-1,93,134,87,citycenter
(Name, 7dtd zone, face-north-direction, y-offset, wide (x), high

, deep (z), NitroGen zone
the zone defines where it will be placed (on mountain, on a farm, only in cities, in trailerparks)
New POIs can be added simply by inserting a new entry with the Prefabs name, and its dimensions (can be seen in the prefab editor).
NitroGen can load any POI included with the game, so its also using several from Navezgane and some good looking work-in-progress POIs.
The POIs are placed onto the terrain at its chosen location (depending how high that settlement is allowed to be). Since the POIs have a very rigid base-floor, the terrain is smoothed to a plateau at this location. Else they would hang in the air, and we dont want that the happen ...
[ROADS]
Here a preview map that can be generated: (8K map, generates in about 4 minutes)
The roads are placed between cities. They use classic map pathfinding (similar to A*) to find the route with the shortest distance, but also the least elevation change... just like people would build roads.
Then they smooth out the terrain a bit along the path and place the road-splatmap textures.
I have written the pathfinding algorithm within a few minutes as a prototype, and did not optimize it yet. A proper A* would be quite a bit faster...
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The terrain hightmap is first rendered to a normal 8 bit png. Then processed by the POI mapper (roads and POI plateaus), then exported to the 16bit RAW hightmap and smoothed over.