Perlin Noise is just the first stepping stone towards realistic terrain generation, and that is only one example use-case we have explored in this website!
Simplex Noise is a variation of noise, also created by Ken Perlin. It has a lower computational complexity, especially at higher dimensions where the complexity is O(N^2) instead of O(2^N) for Perlin Noise (where N = number of Dimensions).
Vorroni Tesselation is a method of segmenting areas on a map into different regions efficiently. One use-case for this might be to create different biomes in our terrain map!
Poisson Disk Sampling can be used to populate our maps with objects like trees or rocks quickly and spaced apart in a realistic manner.
The point is, Perlin Noise is just the tip of the iceberg, and you can integrate it into almost whatever project you are using it for!