Alpha Centauri Wiki
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Gamepedia
Gamepedia support
Report a bad ad
Help Wiki
Contact us
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
FANDOM
Explore
Current Wiki
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Alpha Centauri Wiki
468
pages
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Gamepedia
Gamepedia support
Report a bad ad
Help Wiki
Contact us
Editing
Terraforming
Back to page
Edit
VisualEditor
View history
Talk (0)
Edit Page
Terraforming
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{quote|The first order of business after Planetfall was to secure a food supply. Few native life forms were edible without extensive processing, so wide tracts of land were turned over to Earth-style agriculture.|GURPS }} '''Terraforming''' refers to the actions your [[formers]] can carry out to improve the terrain around your [[bases]] and their productivity. Formers can also be used offensively, in a way, to bridge landmasses using the raise terrain command, isolate enemies by lowering it, or creating mountains to reduce rainfall: Mountains 2000m above sea level and higher significantly affect cloud formation and rainfall by trapping the moisture being carried by the prevailing wind. Basically this means that areas "downwind" (in this game, "east", or "right") of a mountain will be dryer, and areas "upwind" of a mountain ("west", or "left") will be wetter as moisture is trapped to their benefit. You can take advantage of this phenomenon by having your Formers raise mountains to "dry out" your downwind opponents or to increase rainfall for your upwind bases. ==Land improvements== {|class=wikitable style="text-align: center;" width=66% ! width=20%| Improvement ! Effect ! width=20%| Turn ! width=20%| Prerequisite |- ! {{ficon|Farm Imp.png|Farm}} | +1 [[nutrients]] in a land square |4 | |- ! {{ficon|Soil enricher Imp.png|Soil enricher}} | +1 [[nutrients]] in a land square with a [[farm]] (+2 total) |8 |{{EcoEng2}} |- ! {{ficon|Mine Imp.png|Mine}} | +1 in flat and rolling land squares<br/>+2 in rocky<Br/>+3 in rocky squares with [[road]]s<Br/>+1 in areas with [[minerals]] resources |8 | |- ! {{ficon|SolarC Imp.png|Solar collector}} | +1 [[energy]] per 1000m of elevation |4 | |- ! {{ficon|Forest Imp.png|Forest}} |Produces 1 [[nutrients]] and [[energy]] and 2 [[minerals]] |4 | |- ! {{ficon|Road Imp.png|Road}} |Reduces movement costs for land units by 2/3 |1 | |- ! {{ficon|Mag Imp.png|Mag tube}} |Units move at no cost through mag tubes |3 |{{Magnets}} |- ! {{ficon|Bunker Imp.png|Bunker}} | +50% [[defense]] for stationed units |5 |{{MilAlg}} |- ! {{ficon|Airbase Imp.png|Airbase}} |Air units can land at airbases to repair and refuel |10 |{{DocAir}} |- ! {{ficon|Sensor Imp.png|Sensor array}} |Detects enemy units in a two square radius<br/>Defending friendlies in that area gain +25% to [[defense]] |4 | |- ! {{ficon|Condenser Imp.png|Condenser}} |Raises [[rainfall]] levels in surrounding squares by one full grade<Br/>Produces +1 [[nutrients]] in own square and stacks with a [[farm]] |12 |{{EcoEng}} |- ! {{ficon|Echelon Imp.png|Echelon mirror}} | +1 [[energy]] collected in surrounding squares<Br/>Doubles as a [[solar collector]]<br/>Echelon mirrors do not affect one another |12 |{{EcoEng}} |- ! {{ficon|Borehole Imp.png|Thermal borehole}} | +6 [[energy]] and [[minerals]] per borehole<br/>Cannot produce nutrients<Br/>Cannot be built on slopes |24 |{{EcoEng}} |- ! {{ficon|Monol Imp.png|Monolith}} |Produces 2 [[nutrients]], [[minerals]], and [[energy]]<br/>Upgrades military [[units]] by one full [[morale]] level (once) |colspan=2|Cannot be built |} ==Sea improvements== {|class=wikitable width=66% style="text-align: center;" ! width=20%| Improvement ! Effect ! width=20%| Turn ! width=20%| Prerequisite |- ! {{ficon|Kelp Imp.png|Kelp farm}} | +2 [[nutrients]] in a sea square |4 | |- ! {{ficon|Mining plat.png|Mining platform}} | +1 [[minerals]] in a sea square (+2 with [[Advanced Ecological Engineering]]) |8 | |- ! {{ficon|Tidal Imp.png|Tidal harness}} | +3 [[energy]] in a sea square |4 | |- |} ==Orders== {|class=wikitable width=66% style="text-align: center;" ! width=20%| Improvement ! Effect ! width=20%| Turn ! width=20%| Prerequisite |- ! [[Aquifier]] |Creates new river from point of drilling to the coast |18 |{{EcoEng}} |- ! [[Raise]] |Increases altitude by 1000m<br/>Can be used to raise sea floor and create dry land |12 |{{EnvEcon}} |- ! [[Lower]] |Reduces altitude of target area by 1000m<br/>Can be used to deepen the sea floor |12 |{{EnvEcon}} |- ! [[Level terrain]] |Reduces [[rockiness]] of a square |8 | |- ! [[Remove fungus]] |Removes [[xenofungus]] |6 | |- ! [[Plant fungus]] |Cultivates [[xenofungus]] in target square |6 |{{EcoEng}} |- |} [[Category:Terraforming improvements]] [[Category:Terraforming orders]]
Summary:
Please note that all contributions to the Alpha Centauri Wiki are considered to be released under the CC BY-NC-SA
Cancel
Editing help
(opens in new window)
Templates used on this page:
Template:DocAir
(
view source
)
Template:EcoEng
(
view source
)
Template:EcoEng2
(
view source
)
Template:EnvEcon
(
view source
)
Template:Ficon
(
view source
)
Template:Flink
(
view source
)
Template:Magnets
(
view source
)
Template:MilAlg
(
view source
)
Template:Quote
(
view source
)
Follow on IG
TikTok
Join Fan Lab