In terms of the games story, the terrascape seems to be the perfect improvement for the purity affinity. The idea that it represents- taking an alien planet and making it more like earth- is a core part of what that affinity stands for. As far as I can tell, however, the games mechanics give no particular incentive for purity players to build this improvement (terrascapes being unlocked by the same technology as floatstone quarries does provide a small connection, but this technology is also on the pathway to supremacy satellites and is only a minor detour for harmony players). With upgraded farms and culture from biowells, purity players already have excellent food/production tile improvement options. Likewise, their access to holomatricies gives them a way to add culture to any type of terrain. These options do not make the terrascape obsolete, but they do mean that the marginal benefit provided by investing 6 energy/turn and 20+ turns construction time in one of these improvements is smaller for purity players than it is for harmony and supremacy players. The games mechanics likewise provide counterintuitive incentives when it comes to placing terrascapes. These improvements are depicted as lush tropical forests, so it makes sense that they would be constructed primarily in warm settings with high rainfall (and even putting aside the specific vegetation shown, it makes sense that colonists attempting to replicate earths most habitable and productive ecosystems would start in the planets most hospitable regions). However, because terrascapes replace, rather than supplementing, underlying tile yields, they provide the largest productivity increase (and the least yield forgone from other potential improvements) when placed in desert and tundra tiles. Admittedly, terrascapes rising out of deserts look pleasantly dramatic, and the construction of irrigation systems does seem plausible, if not practical. However, the placement of the identical terrascapes a few tiles from the planets ice caps looks highly surreal and is almost impossible to justify. Terrascapes are a very interesting part of the game, both as a representation of what some colonists would attempt to do on an alien planet and because their high-cost/high-benefit nature provides distinct strategic options. However the disconnect between what they represent and what their game mechanics suggest makes them feel somewhat odd to use, and this has probably kept me from experimenting with them as much as I otherwise would. Do others feel the same way, or do you find the connection between flavor and mechanics easier to justify (or ignore). Do you think there are changes that should be made in a patch or expansion, or do terrascapes function fine as they currently exist?