I recently noticed a strange phenomenon regarding waterwheels and pumped water (by accident, but where would we be without accidents?). I was experimenting with building a self-powered pumping station in which waterwheels powering the pumps in an aqueduct-type system (moving water from the ocean to my fort) are put in the aqueduct itself, instead of what I had usually done which was build a power plant separate from the aqueduct. However, when I closed a gate at the end of my aqueduct to work on my drainage system, the waterwheels kept turning and the pumps kept pumping, even though there was now 7/7 water in every tile and no exit (so the pumps weren't actually moving any water, the level was full).
I had previously believed that waterwheels required water to "spread out" underneath them, i.e. a 7/7 tile moving to equalize with a 5/7 tile, not water "teleporting," in order to provide power, so I started to experiment with my new (strange) discovery.
1. Unlinking the waterwheels from the pumps did nothing, the waterwheels still provided just as much power as ever (more, when you consider that the pumps were no longer using it).
2. I drained the system and put a gate in between the wheels and the pumps, then refilled the system and closed the gate. The wheels still turned. De-powering the pumps didn't change a thing.
3. I powered the pump by hand, filled the system, and closed the gate. Same thing, the wheels still turn and produce power.
4. The power generation is conserved across save/loads, the game doesn't "forget" that those motionless 7/7 tiles are moving your waterwheels.
All this happened in 40d, but as I write this I have an embark running in 2010 with the sole purpose of testing this exploit and it's working great. I've got a 7x3 enclosure set up right next to a brook, with 7 waterwheels inside it (a set of 4 and a set of 3, at right angles to each other, supported by two gears) and a manual pump inputting water, with a 1-tile space (with walls around it, of course) between the pump output and the start of the 7x3 so I could throw in a floodgate for completeness.
I told a dwarf to pump and he did, quickly filling the 7x3 enclosure and starting all the waterwheels, at which point I turned off the pump. Then I closed the floodgate, and deconstructed the pump.
My stack of 4 wheels is generating 400 power and using 45, 5 for the gear and 10 per wheel. My stack of 3 is generating 300 and using 35, 5 for the gear and 10 per wheel.
This is more efficient than any design I've ever seen for power plants, because it removes the necessity of powering a pump anywhere in the system. Furthermore, there's no water pathing going on at all, because all the tiles of water are 7/7 and don't have anywhere to go.
To recap, use a pump to fill a closed space that has a waterwheel in it. The waterwheel should produce power and continue to do so after the space has filled. Then just stop powering the pump (deconstruct it if you want to, and included in your design the means to do so). The waterwheel should continue to produce power forever, as long as that water stays 7/7 everywhere (so no outside scorching biomes).
The major thing I'd like to test now is whether or not dropping a cave-in between the pump and the wheels somehow ruins the effect (I'm guessing not, considerig that the floodgate doesn't), because I'd like to see building-destroyer-proof permanently-sealed perpetual power plant.
Also, why is this happening?