DUDE
Fuck.
I honestly have no idea how in the hell Drill to Aquifer's works. I am kind of reticent to use it since I have kind of screwed over some ol' reliable rivers because of it.
Rivers also get shifted by raising/lowering terrain and global warming. They also end on any tile with a thermal borehole (borehole tile still gets +1 energy though). I've done boreholes in PBEM to deliberately dam rivers so they cannot be used as invasion points.
Rivers are great though. Not only do they make for bonus energy but you also get easy transportation, extra nutrients, and a lot of energy from them. Sometimes I can plant a river that moves through my empire in a way that I get something like 12+ tiles giving +1 energy. I also use 'em to pump energy parks (esp. if it's the Supercollider base). Also, usually in the Garland Crater there is a way to get a river set up that gives you +1 energy to 8 tiles for your base in the middle. If you borehole it the rivers end though, but I think you can plant a lot of rivers from the edges then to try to get more energy tiles (this costs a ton of former-turns though, so only do this if you have too many formers sitting around and maybe a Weather Paradigm).
In addition to that harvesting fungal rivers is a popular strategy in PBEM to maximize energy gains. That reminds me, does anyone know the formula of how Planet rating affects regular fungus movement?
I can't remember how that specific action worked but I can tell you that the geology stuff in Alpha Centauri was really revolutionary and it's sad that it hasn't been ripped off.
A lot of it gets wasted under the tendency of mines to reduce a tile's nutrient yield by 1, at which point you stare at a rolling and moist tile and go "I
could burn 12 former-turns planting a farm+mine for a 1 nutrient 2 mineral tile, or I could burn 4 former-turns and plant a forest for 1 nutrient 2 mineral 1 energy and negative ecodamage." I recommend undoing that for a deeper terraforming game so 2 nutrient 2 mineral tiles matter again (set "Nutrient effect in mine square" under "#RULES" to "0" in alpha.txt, or alphax.txt if playing the expansion). Normally I only make farm+mine on a rolling and rainy tile for 2 nutrient and 2 minerals but that's only advantageous until you lift resource caps.
As a result of that shit you don't care too much about rainfall patterns because forests deliver consistent nutrient yields everywhere. It's only when you're building Condensers or energy parks that you care again but those condensers supply their own rainfall and energy parks are all about max elevation or they're just aquatic cities in SMAX that crank out fat stacks of energy.
Like you could build a mountain to affect rainfall. This was absolutely brilliant and you could probably make a whole genre out of games just about geology.
Yeah, you even get alerts for ecological warfare if it would starve a neighboring faction's tiles. I get the feeling Frank Herbert's fascination with geology and ecology rubbed off on the game designers when they made SMAC. Was a very good touch.
Yeah, its so insanely cool when you think about it. Terrain and geology literally altering on the fly. No other 4X game ever did this. Elevation being something natural and inherent to each square is far better and cooler than "here's hill/mountain terrain". The voxel-based terrain making the elevation evident.
Careful about that though. Voxels can lie about elevation. The real elevation numbers are more complicated and sometimes the voxels are dragging a tile upwards when it's the actual elevation numbers are momentarily dipping downwards, and vice-versa.
Tinker a bit with the map editor, its fantastic how it holds up. For example, fat continents usually end up as dustbowls in the middle, which is just like real life for the mast part - unless there's a lot of rainfall being geologically directed to those places. In my country, for example, the Amazon forest directs rainfall towards the center-west and southwest regions.
I wonder if you get ecological warfare warnings for making supercontinents through land bridges. I guess you would since it involves raising terrain?
I could see a lot more being done with modern technology. For example, using temperature as a factor as well. More diverse types of weather. I'm merely scratching here.
Also varying water currents and temperatures, maybe seasons and winds also.
(one thing I would love is non-accessible coast, it would really make the naval game more strategic)
Right now the closest you can get is a coastal tile that has annoying units on it. Forest+Bunker+Sensor Array makes a pretty strong defensive tile and you can't land transports until you've cleared out the coast. If you stick artillery units there then they can't get cleared out with long-range fire from boats either since that would provoke artillery duels (and sea units have a -50% penalty to artillery duels vs land units, even before counting the bunker, iirc), which means they have to either land adjacent tiles (if possible) or start using Amphibious Pod units to assault the bunkers, which can get very obnoxious considering the defensive bonuses that pile up when you have bunker+array+forest on a single tile (for non-coastal tiles you can even add high elevation for a fourth bonus).
Modern 4X games still playing with their silly tiles/hexes with fixed tile types look infantile in comparison.
Yeah, there's a lot of unexplored potential there.
Look at the elevation of the squares. The river will try to run to the next square with the lowest elevation and so on. As to what happens after that, I am not sure, but I think the directions of two rivers has an effect of where the resulting merged river goes.
Yeah the elevation bit is obvious, but sometimes the river will run a different way even when all the elevations are the same. There is some advanced geology code under the hood I don't get, because it also shifts rainfall patterns and sometimes makes moist terrain dry and even as it makes dry terrain moist.