Sorry Zultan, I meant IncompetentFortressMaker's mod. The Implausable Biology.
I'll look into your other mods IndigoFenix. At this point I'm shying away from more civs because they're usually the ones with the freaky custom stuff that breaks the game, and at this point we've got so many civs for the game to pick from that we probably won't see them all pop up on a normal world. Regardless, I'll see what they have to offer.
Yeah, I figured the electric cars were from the LOLmod. There aren't a whole lot of mods on this list that could possibly add the extended family of the lawnmower and cover my map with bone hurting trees.
If anyone's interested in what razed the test fort, apparently it was a yuuzhan fire breather.
https://starwars.fandom.com/wiki/Fire_BreatherConsidering that the only depictions that I can find of it are wreathed in flame and misery I'm going to say that it's working as intended in game. Though, I'm not entirely sure why it decided to kick at a fort of 15 koopas who were hardly into their first summer, but oh well. If anything I suppose going from 15 koopas with 62 animals to 4 and 12 is enough of an excuse to make a new copy of the raws to mess with and inject some of the new stuff into. I'm also not sure if I should just port over the old six armed, lightning breathing koopa body for the last game, make something new, or just play as impotent little turtles scared out of their wits in the middle of an ash field. Let me know what you guys want, because if anything I want to play this game a little more dangerously than the last. That, and I've come to understand that even with six arms, koopas choose to hold everything in their top two, so I don't know if that was ever even useful.