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.
 * Prerequisite: Ecological Engineering
 * Base terraforming time: 18

Bunker
Units in a Bunker have a 50% bonus to defense.
 * Prerequisite: Advanced Military Algorithms
 * Base terraforming time: 5

Condenser
A condenser increases the raininess of its square and all adjacent squares. It also increases its square's food production by 50%.
 * Prerequisite: Ecological Engineering
 * Base terraforming time: 12

Echelon Mirror
Produces the same base energy as a Solar Collector. Also increases the amount of energy produced by any adjacent Solar Collectors by 1. Multiple mirrors can affect a single Solar Collector, allowing that collector to produce 10 or more energy.
 * 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. They can be used to mitigate the ecological damage caused by boreholes This can stack with resource bonuses, rivers, and condensers. Forest can also spread from one tile to another, and can destroy fungus. Forest will not spread over Rocky 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.
 * 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. A mineral bonus increases a mine's production by 1.
 * 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.
 * 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. Also produces lots and lots of eco-damage.
 * Prerequisite: Ecological Engineering
 * Base terraforming time: 24
 * Production: 0-6-6