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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:35
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Regular terraforming (farms, solar, mine, condensor, BoreHole) seem to survive being raised or lowered (unless they are lowered beneath the sea level - or raised above it if they were sea improvements), but sometimes the terrain type (raininess/rockiness) changes, which may affect the yield (IIRC forests which have their underlying terrain changed to Rocky will still produce normally). In the ocean, I believe that Kelp, at least, survives being lowered below -1000m and raised again (it still looks like kelp when it is below -1000m, but it doesn't produce unless you raise it again), but IIRC, the Tidal Harnesses and Mining Platforms don't handle it so well.
Monoliths are able to be raised/lowered without affecting their properties - if they become Sea Monoliths, they are quite handy for ships (now all we need is an airborne Monolith).
For the landmarks with special graphics, such as the Crater, the Volcano, or the sides of the Mesa, IIRC, the graphics of a tile will revert to the standard look if a tile is lowered below the next 1000m boundary (and I assume raised above its upper1000m boundary too).
I've heard that the Freshwater Sea can be extended or even moved around by raising and/or lowering terrain appropriately, so long as it never becomes directly connected to saltwater, which will kill the whole thing.
"Washing" removes all improvements except monoliths and (sometimes) bases; landmarks also lose their unique traits, and specials usually disappear (and new ones may appear too), but if so they may reappear (or redisappear) if the terrain returns to its original 1000m altitude range.
Units outside bases survive elevation changes OK, unless the tile they are on goes from land to sea or vice versa.
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anarchie
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I have dragged a sea nutrient special up onto land, and found it turned into a goodie pod. Of course, the pod held not only mind worms but an energy special. Weird.
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