Re tested using only Editor extension and ClaustOrephobic
tree_removal_probability, tree_removal_max_distance are base game data that remove tree on ore patch
i just set max cliff frequency and continuity. Cliff are generated in the map preview, you can find some in the starting area but not on ore patch in game
Trees look like they can be easily fixed. Not so sure about cliffs.
i generated a map with fast enemy expansion setting and created pollution using EE. enabling the debug setting show-enemy-expansion-candidate-chunk.
i watched the enemy activity and was able to see an enemy expansion without spawner only worms turret.
i think most of the time expansion fail and create nothing.
Probably because of something with the collision masks. I admit, I didn’t test this case. I’ll look at fixing it.
Edit: It’s just collision mask nonsense, aside from trees. Shouldn’t be terrible to fix.