So I have this idea for a risk like game, but for this idea I would have to generate a procedural generated world. The problem being that my main programming knowledge is PHP (7). As far as I know it is not the best language to be generating anything with a large scale (both in therm of processing speed and memory consumption). I have looked at the php pack and unpack functions to save data while generating a world (and generating it in "chunks") along the way. But I found out that saving it to a mysql database was faster than encoding and saving it to binary files, also fetching and decoding from binary. So I decided it was not a route worth proceeding.
The main bottleneck is memory and speed, I do not need to generate a map often, but do need large maps. Think a 1024x1024 grid (or maybe even (but not more than) double that). And it needs to be loaded fast for the end user (going back to the whole chunks idea, I should only need to load (and render) a part of the map for the user.
With each "tile" containing data like: co-ordinates; biome type; height data and a few more unique data, like if it contains troops.
So my question(s):
Should I generate a earth-like world map with php, and accept that it has limitations regarding speed and memory constrains.
Or the third option; learn a new language to generate such a world (or find an open source equivalent and adapt it if needed). If so what language do you recommend?