Hello! First of all, thank you for the great feedback I got for my initial attempt, and for the huge interest from people! It really made my day to see how great was the reaction of our community to my creation. With that being said, the first sketch of mine was just an attempt at making the stat block happen, and it definitely needed some improvements, as well as changes. Above all else though, it needed an explanation.

Statistics

Below are explanations for the statistics in the location stat blocks, and how to use them.

Hexes informs you about how many hexes does the certain region take up.

Biome determines what kind of biome dominates the location. I would advise to split the location into more if more than one biome is present, but I'll leave that up to you for now. It also says what plane is this region located in.

Resources list three kinds of resources - Creatures, Minerals and Plants, as well as DCs that say how hard is it to find resources of each kind in the region. The numbers stand for DCs that the players have to overcome to succeed on finding the resources they are looking for.

Six stats all stand for different things, and have forms of modifiers. When someone makes a skill check related to the region, the DM choses one or more of these stats and adds them to the base DC of 10 to make a new DC. All of them except for Size should have a score that's at most 5. Higher than that means it's either magically-affected to be that way, or it's extraordinary in some sense. The modifiers could also in theory be negative.

Size (SIZ) stands for the size of the region. If your map has simple one-biome hexes or the region is too big, this number is simply amount of Hexes multiplied by three. If your map has hexes that can be made up of more than one kind of terrain (such as shores, cliffs etc.), you could optionally get the result by counting all of the edges of this region, and dividing the number by 2.

Terrain (TER) stands for the difficulty of getting into, out of or within the region. It is different to navigate a forest, grassy plains, or hills, and this stat is used to represent all sorts of complications while traveling. Failing on a check relating to this could put the player characters into an environmental hazard, such as sliding down a cliff or falling into a naturally formed pit.

Primitiveness (PRI) stands for the difficulty of getting the modern comforts of life in this region, such as (depending on the setting) technology running, good roads, services such as health care, getting a ride from one place to another etc.

Isolation (ISO) stands for how connected the world is to the rest of the world. For example, some of the regions could be cut off from the rest of the world, not realizing that an evil lich is taking over a city ten miles from them, or that the group of adventurers has defeated a tarrasque at last.

Wilderness (WIL) stands for difficulties with livability in the region. Higher scores make it harder to find food or water, start the fire, camp for the night etc.

Combativeness (COM) stands for natural aggression of the creatures in the region. The higher the score is, the more probable it is for the adventurers to get into a random encounter.

Following sections are lists of some commonalities. Their lists are ordered by frequency, from most frequent to the least frequent.

Common Damage Types section lists all of the damage types that the party could naturally stumble upon in a nature, possibly in a natural hazard. Do note that I chose to leave out bludgeoning, piercing and slashing damage from the section because you could find those just about anywhere.

Common Races section lists all of the races that are found frequently in the given region. It can also contain creatures, or even creature types, in special cases (such as locations near to portals, or regions where some monsters are considered civilized).

Common Languages section lists all of the languages commonly spoken in the region. Common is included, because it doesn't have to be spoken in some regions, such as planar locations. I chose to limit myself to 3 languages at most after some considerations.

Sovereignity states whose rulership this country is underneath, and/or what organization it belongs to.

Special Traits is a section that lists various regional mechanical effects, be it magical or nonmagical.

Notable Locations mentions some of the important locations within the region, possibly including their mechanics too.

Encounters contain a simple roll-table. It doesn't have to be a combat encounter, though with monsters it's more likely to be one. Some of the examples for non-combat encounters include, but are not limited to: a lost commoner, a merchant, traveling adventurer, pilgrim, sages in field (pun not intended), creatures living in their natural habitat, and more. In case of combat, adjust numbers to make for a fight appropriate to the level of adventurer, or just use encounter tables in XGE.