I suggest creating the northern and southern parts of the world separated by the sea.
I apologize for my English, I tried to make the translation understandable.
I know that the idea of the continents is on the list of forbidden topics. But I considered it from the technical point of view, without hindering the automatic generation of the map.
Technically, the division of the world can be done as follows. In the coordinates (for example)
y> 40 are generated northern biomes
20 <y <40 coastal northern biomes (water, forests, fields)
-20 <y <20 sea (deep water, shallow water, sandy islands)
-40 <y <-20 coast of the south (water, meadows, sands)
y<-40 southern biomes

I believe that it is technically possible to set the conditions for generating the map taking into account the coordinates.
Apparently it will be necessary to create 2 types of plowing and trampled earth for the north and for the south. For northern biomes to set the properties of the north, for southern biomes, respectively, southern properties. Using the same principle, you can specify the conditions for teleportation.
Partially divide resources by continents. On one continent, the extraction of some resources will be difficult or impossible or give low quality, but the extraction of other resources will be simple and give high quality. On the other continent it will be similar with other resources. Thus, trade becomes a necessity. Ships and boats make the only way to cross the sea, this will contribute to the emergence of piracy and the robbery of merchant ships.
Only save teleportation within each continent.
The sea will represent a very wide strip from west to east, the continents will be confined to water only on one side. The map can be generated in all directions, the main thing is to generate a sea, similar to an endless river. The distance between the continents is not less than 10-15 minutes with the speed of the boat.
About the differences between continents:
The northern part is dominated by mountains, the southern part is plains.
In the north, preference is given to forest, metal, hunting. The initial quality of conifers can be increased, for example to 20, as well as to increase the quality of the planting. The quality of the ore from the second level is also increased, for example, by a factor of 1.5. Consequently, the maximum quality at level 5 will be x1.5. You can also increase the amount of ore mined. Increase the quality of animal skins peculiar to the north: deer, bear, elk, sheep, walrus, mammoth. The amount of wool from sheep to increase, for example, x2, and the quality x3 or x4, which would not be inferior to the quality of flax in the south.
At the same time, it is impossible to grow many crops: grapes, flax, tobacco, etc., as well as some bushes (tea) and trees (olives, peaches, mulberry). Some crops must germinate before planting on the table of the herbalist. The rate of maturation is reduced, the quality increase is reduced. To make it impossible to grow southern imported varieties of crops that are already of high quality. Areas of land suitable for agriculture make 10-15% of the total area. The rest of the snow and mountains are suitable only for forest and hunting. If possible, then with the advance to the north make an increase in the quality of the ore.
On the southern continent, you can grow all the crops. The quality of seeds imported from the north of the coniferous trees is greatly reduced when planting. Perhaps blueberries, cranberries, lingonberry can be removed from the south. If possible, then with the advance to the south, increase the rate of ripening of crops, fruit trees.
The balance can be adjusted by the prevalence of gold, silver, pearls, clay quality, etc. Although the balance is finally adjusted by the prices of goods.
Thus, we will get 2 different worlds, in which there will be different prices for goods in the markets of the north and south. In the south, for example, grain will be cheaper than in the north, and the metal is more expensive. Due to the difference in prices, the transportation of goods across the sea will be necessary, interesting and profitable.
This gap can be further increased. The main thing is to create an urgent need for exports and imports. For example, at all to remove from the south gold and silver, and from the north flax, silk.
If the idea is interesting, then the differences between the continents can be worked out in more detail and clearly.
Will be cool if:
1. Make a port building in which it will be easy to unload or load a ship, that is, immediately sell or buy goods for transport from the market (remote access to barter stand).
2. In the sea, you can create obstacles in the form of storms, which will make the crossing of the sea on small boats risky. Storms will appear unexpectedly, arbitrarily. It will be interesting if the storms destroy the cargo in the boat and the boat itself, and throw the cargo overboard, where they will sail. This does not apply to Knarr. You can add several sandy islets and shoal water in the sea, on which you can be saved during a storm. Teleportation to your campfire from the sea and the islands is forbidden. You can get out of the island only by boat. I'm sure this will bring a lot of lulz into the game.
3. In the north, use the influence of cold. Add the heat scale of the character. Some clothes will keep warm. Bonfires, food and alcohol make up for the heat. Make ovens and hearths for heating the dwellings.
4. Add to the game Drakkar for robbery, spaciousness, for example 10 people (or 1 cargo instead of 1 passenger, as in a boat). The speed of Drakkar will depend on the number of people on the oars and at 10 rowers it will significantly exceed Knarr's speed. If only 1 person on the Drakkar the speed is like that of a boat or less.
5. Make boarding possible. Boarding will stop the ships, and all the characters will be in the melee zone. The seized ship passes to the victorious captain or village.
Why all this is necessary. I stop playing when our village gets almost all the materials and items, it takes about a month of play. After that, it's not interesting to play and we are waiting for a new world. The proposed changes will complicate and slow development, and hence players will be longer in the game. Probably someone will want to move and live in other lands or become a seafarer or a pirate. The North must be severe, difficult for life, where steep bearded men with good weapons will live. South - happy easy life, marred by raids and looting from the north.
I hope the essence of my idea is clear and technically possible.