Sid Meier's Alpha Centauri/Terraforming

Airbase
Allows Air units to refuel here.
 * Prerequisite: Doctrine: Air Power
 * Base terraforming time: 10

Aquifer
Taps an underground aquifer, creating a river. Rivers yield energy bonus of +1 and a X3 movement boost. The energy bonus stacks with all improvements. One terraform from a high mountain and can enhance the terrain of several cities.
 * Prerequisite: Ecological Engineering
 * Base terraforming time: 18

When implementing, check the numerical height of the terrain; the number, not the graphical representation determines where the river will go.

Bunker
Units in a Bunker have a 50% bonus to defense and do not suffer from collateral damage when another unit in the bunker is attacked.
 * Prerequisite: Advanced Military Algorithms
 * Base terraforming time: 5

Condenser
A condenser increases the raininess of its square and all adjacent squares and increases its square's food production by 50%. Condensers also cause significant amounts of eco-damage.
 * Prerequisite: Ecological Engineering
 * Base terraforming time: 12

Echelon Mirror
Produces the same base energy as a Solar Collector and increases the production of adjacent Solar Collectors by 1. Multiple mirrors can affect a single Solar Collector, which can result in that collector to produce 10 or more energy. Echelon Mirrors also cause significant amounts of eco-damage.
 * Prerequisite: Ecological Engineering
 * Base terraforming time: 12

Farm
Increases nutrient production by 1.
 * Base terraforming time: 4

Forest
Ignores the tile's raininess and rockiness attributes, giving it a base value of 1 nutrient, 2 mineral, and 1 energy, which can be increased by appropriate base facilities. Forests also reduce terraforming-related eco-damage, which helps to offset the effects of heavy terrain development and improvements like boreholes. One further important fact about forests is that they will spread to adjacent tiles, and doing so will destroy fungus in a spread-to tile. Forests will not spread to Rocky tiles or tiles with existing improvements, and trying to plant them over top of existing improvements will replace that tile's improvements (and vice versa). The only exceptions are roads, mag tubes, and sensor arrays, and forests can spread to (but can't be planted in without replacing) otherwise-unimproved condenser tiles.
 * Base terraforming time: 4
 * Production: 1-2-1

Plant Fungus
Fills the square with xenofungus. Not useful until you've discovered a lot of Centauri techs, or are for some reason using your formers offensively.
 * Prerequisite: Ecological Engineering
 * Base terraforming time: 6

Remove Fungus
Removes fungus from a square, allowing it normal production.
 * Base terraforming time: 6

Level Terrain
Reduces the Rockiness of a tile from Rocky to Rolling, or Rolling to Flat.
 * Base terraforming time: 8

Lower Land
Reduces the tile's elevation by about 1000m. Costs energy credits to perform, amount is determined by the current elevation and the distance of the operation from your nearest base. If used by a sea former outside of a coastal base it can lower the base into the sea, drowning all the inhabitants (unless the base is equipped with a pressure dome).
 * Prerequisite: Environmental Economics
 * Base terraforming time: 12

Mag Tube
Units moving along a mag tube expend no movement points.
 * Prerequisite: Monopole Magnets
 * Base terraforming time: 3

Mine
A mine increases the production of a tile by 1. On a rocky tile with a road, increases production by 3.
 * Base terraforming time: 8

Raise Land
Raises the tile's elevation by about 1000m. Adjacent tiles will be brought up, allowing you to create a mountain by raising a single tile. Costs energy credits to perform, amount is determined by the current elevation and the distance of the operation from your nearest base.
 * Prerequisite: Environmental Economics
 * Base terraforming time: 12

Road
Units moving along a road expend 1/3 movement point for every square. Early in the game, since expansion is paramount, use your terraformers to build roads instead of farms and solar panels.
 * Base terraforming time: 1

Sensor Array
Gives a 25% defense bonus to your units within a 2 square radius. Eliminates fog of war in a 2 square radius.
 * Base terraforming time: 4

Soil Enricher
Increases food production in the square by 50%.
 * Prerequisite: Advanced Ecological Engineering
 * Base terraforming time: 8

Solar Collector
Produces 1 energy, plus 1 energy for every 1000m of the tile's elevation. A tile can be raised to at most 3500m, for a maximum base energy of 4.
 * Base terraforming time: 4

Thermal Borehole
Ignores most other terraforming in the square and produces 0 nutrients, 6 minerals, and 6 energy. Can stack with rivers and resource bonuses. Unfortunately, Boreholes cause a HUGE amount of eco-damage.
 * Prerequisite: Ecological Engineering
 * Base terraforming time: 24
 * Production: 0-6-6