I was referring to GRHayes's suggestion about the cube-to-sphere conversion thing. Not the continental model in the OP.
Okay, even leaving that around how are you going to handle the 6 points where three squares meet? You only have about 270 degrees and you have to make it into 360 while still keeping it looking like a grid from all perspectives.
And it still doesn't change the fact that you will get block distortion.You can try adjusting the size of the ship's blocks but that will be graphics-heavy and will probably look weird from certain angles.
There are technically 8 points where each of the original 6 corners where. There are 3 4 sided blocks there. However after the surface is generated to a sufficient level they become a super minority of the landscape. The blocks are still built with the spheres radius to their points. Thus they match exactly to fit that space.
Right now do you build on the edge of planet plates? Most don't. This would be like taking those planet plates and reducing them to 8 small points. It would effect a total of 24 blocks any of the spheres I presented.
2 iterations = 96 squares so 24/96
3 iterations = 384 squares so 24/384
4 iterations = 1536 squares so 24/1536
5 iterations = 6144 squares so 24/6144
6 iterations = 24576 squares so 24/24576
7 iterations = 98304 squares so 24/98304
8 iterations = 393216 squares so 24/393216
9 iterations = 1,572,864 squares so 24/1572864 <- this is only a radius of 325 a circumference of 2048 blocks
10 iterations = 6,291,456 squares so 24/6291456 <- this is only a radius of 651 a circumference of 4096 blocks
I think you can see how small a portion of the terrain that is.
I was going to upload a CubeSphere 7 iteration for you to try on your own it has full UV mapping and normals. Compressed it is still 3Meg.
To large to upload.
I'll try and get it up on my server soon.
Also the small amount of flocks being different are not going to very visible from space especially when surface is voxelized and not just a pure sphere. It is impossible to see with the lines with a texture map just dropped on it. The distortion of lines from uneven surfaces of voxels will only make it worse. Given the amount of added room it would take you a long time on the ground to find those points without help if you don't just stumble on it by luck.