Sid Meier's Alpha Centauri/Terraforming

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[edit] Airbase

Allows Air units to refuel here.

[edit] Aquifer

Taps an underground aquifer, creating a river.

[edit] 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.

[edit] Condenser

A condenser increases the raininess of its square and all adjacent squares. It also increases its square's food production by 50%.

[edit] 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.

[edit] Farm

  • Base terraforming time: 4

Increases nutrient production by 1.

[edit] Forest

  • Base terraforming time: 4
  • Production: 1-2-1

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. To get a forest/condenser, the forest must spread into a square containing a condenser, which will not occur if there are any production increasing 'terraformations' (farms/mines/boreholes etc) other than the condenser itself.

[edit] 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.

[edit] Remove Fungus

  • Base terraforming time: 6

Removes fungus from a square, allowing it normal production.

[edit] Level Terrain

  • Base terraforming time: 8

Reduces the Rockiness of a tile from Rocky to Rolling, or Rolling to Flat.

[edit] 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). Performing this action is considered an atrocity.

[edit] Mag Tube

Units moving along a mag tube expend no movement points.

[edit] Mine

  • Base terraforming time: 8

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.

[edit] 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.

[edit] Road

  • Base terraforming time: 1

Units moving along a road expend 1/3 movement point for every square.

[edit] Sensor Array

  • Base terraforming time: 4

Gives a 25% defense bonus to your units within a 2 square radius. Eliminates fog of war in a 2 square radius.

[edit] Soil Enricher

Increases food production in the square by 50%.

[edit] Solar Collector

  • Base terraforming time: 4

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.

[edit] 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.