A Condenser increases rainfall in its own and
all surrounding squares. It also provides an additional +1 nutrient in it's
own square, cumulative with farm bonuses.
Use condensers to increase nutrient production drastically in dry areas.
Condensers have a significant negative ecological impact.
An Echelon Mirror increases the solar energy
collected by Solar Collectors
in all surrounding squares by +1. It also counts as a solar collector for
the purposes of collecting in it's own square, though it does not receive
any additional bonus from other Echelon Mirrors. Echelon Mirrors have a
significant negative ecological impact.
A Thermal Borehole penetrates to Planet's mantle
and provides significant mineral and energy bonuses. Borehole squares provide
a base +6 minerals and +6 energy, but produce no nutrients and cannot be
farmed. Thermal Boreholes cannot be built adjacent to other boreholes (NOT
SO!! see Tricks and Hints ), nor on slopes (land
squares adjacent to other land squares of lower altitude). Thermal Boreholes
have a significant negative ecological impact.
Roads speed land unit movement. Land units moving
along a road can move three times faster than normal. Roads also increase
mine production in rocky squares.
A Sensor Array watches surrounding territory
for intruders. Sensor Arrays can see any enemy unit within two squares.
Data from Sensor Arrays also increases defense readiness: any unit in a
land square within two squares of a friendly Sensor Array gains +25% to
its defense.
A Solar Collector allows energy collection in
a square. Sea level Solar Collectors will collect one (1) energy per turn.
Solar Collectors at higher altitudes will collect an additional energy point
for each 1000m above sea level.
Forest squares provide balanced but limited nutrient,
minerals and energy production. Forest square production is dramatically
increased for bases containing a Tree Farm
and/or a Hybrid Forest. A Forest will
sometimes expand into adjacent squares, even driving out native fungus in
the process.
A Mining Platform increases the minerals output of an ocean square by
+1, or by +2 if Advanced Ecological
Engineering has been discovered. Mining Platforms can only be built
on shelf squares ( depth less than 1000m).
A Tidal Harness allows energy collection in an
ocean square. Squares with Tidal Harnesses produce 3 energy per turn. Tidal
Harnesses can only be built on shelf squares ( depth less than 1000m).
Terraform Down decreases the altitude of the
current square by approximately 1000m. A land square can be "lowered
into the sea" only by a Sea Former
in a nearby ocean square.
Terraform Up increases the altitude of the current
square by approximately 1000m. This can result in ocean squares becoming
land squares. This technique is perfect for creating land-bridges into enemy
territory.