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Terraforming (SMAC)

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In Sid Meier's Alpha Centauri terraforming is done by use of a terraformer. This is a list of what can be made.

AirbaseEdit

Airbase (SMAC)

Allows Air units to refuel here.

AquiferEdit

Aquifer (SMAC)

Taps an underground aquifer, creating a river. This adds one energy point to each square. They can even be built on bore holes.

BunkerEdit

Bunker (SMAC)

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. The bunker is controlled by the faction that owns the territory of the square. Hostile factions may capture the bunker by moving a unit into it, which will use up all the movement points of that unit.

CondenserEdit

Condenser (SMAC)

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.

Echelon MirrorEdit

Echelon Mirror (SMAC)

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.

FarmEdit

Farm (SMAC)
  • Base terraforming time: 4

Increases nutrient production by 1.

ForestEdit

Forest (SMAC)
  • 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, 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. Building an improvement over a forest will "harvest" the forest, removing it and giving 5 minerals to the former's home base. 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.

Plant FungusEdit

Xenofungus (SMAC)
Sea Xenofungus (SMAC)

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.


Remove FungusEdit

  • Base terraforming time: 6

Removes fungus from a square, allowing it normal production.

Level TerrainEdit

  • Base terraforming time: 8

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

Lower LandEdit

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). Land formers cannot lower land if the height is less than 1000m.

Mag TubeEdit

Mag Tube (SMAC)

Units moving along a mag tube expend no movement points.

MineEdit

Mine (SMAC)
  • 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.

Raise LandEdit

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. Sea formers cannot raise terrain if the ocean depth is less than 1000m.

RoadEdit

Road (SMAC)
  • Base terraforming time: 1

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

Sensor ArrayEdit

Sensor Array (SMAC)
  • 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.

Soil EnricherEdit

Soil Enricher (SMAC)

Increases food production in the square by 50%.

Solar CollectorEdit

Solar Collector (SMAC)
  • 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.

Thermal BoreholeEdit

Thermal Borehole (SMAC)

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.

Kelp FarmEdit

Kelp Farm (SMAC)
  • Base terraforming time: 4

+2 Nutrients, +1 extra Nutrients with the Aquafarm facility. Like forests, kelp farms will grow into adjacent squares automatically.

Mining PlatformEdit

Mining Platform (SMAC)
  • Base terraforming time: 8

-1 nutrients, +1 Minerals, +1 Minerals with the discovery of Advanced Ecological Engineering, +1 extra with Sub Sea Trunkline facility.

Tidal HarnessEdit

Tidal Harness (SMAC)
  • Base terraforming time: 4

+3 Energy, +1 extra with Thermocline Tranductor facility.

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