Fight On! #2 and #3 include a map generation method called "The Wilderness Architect" by Victor Raymond. The parts in the second issue mostly focus on design approaches, rather than random generation, so I'm focusing on the parts in issue #2.
The type of settlement in the starting hex is then rolled. Since the system is intended for creating starting maps, it assumes that there is always a "home base". Each settlement has a random number of villages around it; distance and direction is rolled for each. This means there will be more settlements in a starting barony created with this method than the previous three. In my sample map, I have a castle in the middle hex and one village to the northwest; I rolled for five villages, actually, but most are outside this small area.
Pros: Faster and simpler than many others; easy to use in play. More logical, maybe. More large-scale variety than Judges Guild system. More settlements.
Cons: Must use GM judgement or another system for subhex detail. No rivers (lakes/coastline only.)