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FACILITY DATA FILE
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Name                := Divine Treasury Shrine I

Facility Group:
      Resource Extraction, Research, Intelligence, Resupply, Storage, Ship Support,
    Population Support, Planet Modification, Religious, Shields, Miscellaneous
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*BEGIN*
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Name                := City
Description         := A space-age city.
Facility Group      := Cultural
Facility Family     := 58
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 81
Cost Minerals       := 40000
Cost Organics       := 40000
Cost Radioactives   := 40000
Number of Tech Req  := 0
Number of Abilities := 10
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 250 minerals, 100 orgs and 100 rads each turn.
Ability 1 Val 1     := 250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 100 research points each turn.
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 30 intelligence points per turn.
Ability 5 Val 1     := 30
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Mineral
Ability 6 Descr     := Can store 2000 minerals for an empire.
Ability 6 Val 1     := 2000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Organics
Ability 7 Descr     := Can store 2000 organics for an empire.
Ability 7 Val 1     := 2000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Radioactives
Ability 8 Descr     := Can store 2000 radioactives for an empire.
Ability 8 Val 1     := 2000
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 600 extra cargo/deployment spaces.
Ability 9 Val 1     := 600
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 2% (only 1 facility per system effective).
Ability 10 Val 1    := 2
Ability 10 Val 2    := 0

Name                := Metropolis
Description         := A huge space-age city.
Facility Group      := Cultural
Facility Family     := 58
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 82
Cost Minerals       := 100000
Cost Organics       := 100000
Cost Radioactives   := 100000
Number of Tech Req  := 1
Tech Area Req 1     := Construction
Tech Level Req 1    := 1
Number of Abilities := 11
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 500 minerals, 200 orgs and 200 rads each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 200 research points each turn.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 50 intelligence points per turn.
Ability 5 Val 1     := 50
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes a spaceport.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Cargo Storage
Ability 7 Descr     := Provides 1200 extra cargo/deployment spaces.
Ability 7 Val 1     := 1200
Ability 7 Val 2     := 0
Ability 8 Type     := System Point Generation Modifier - Research
Ability 8 Descr    := Increase all research in a system by 4% (only 1 facility per system effective).
Ability 8 Val 1    := 4
Ability 8 Val 2    := 0
Ability 9 Type     := Resource Storage - Mineral
Ability 9 Descr    := Can store 5000 minerals for an empire.
Ability 9 Val 1    := 5000
Ability 9 Val 2    := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 5000 organics for an empire.
Ability 10 Val 1    := 5000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 5000 radioactives for an empire.
Ability 11 Val 1    := 5000
Ability 11 Val 2    := 0

Name                := Megalopolis
Description         := An enormous space-age city: sprawling, replete with high-tech facilities, and very vertical.
Facility Group      := Cultural
Facility Family     := 58
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 82
Cost Minerals       := 250000
Cost Organics       := 250000
Cost Radioactives   := 250000
Number of Tech Req  := 2
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := Construction
Tech Level Req 2    := 2
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1000 minerals, 400 orgs and 400 rads each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 400 research points each turn.
Ability 4 Val 1     := 400
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 100 intelligence points per turn.
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := System Point Generation Modifier - Research
Ability 8 Descr     := Increase all research in a system by 6% (only 1 facility per system effective).
Ability 8 Val 1     := 6
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 2500 extra cargo/deployment spaces.
Ability 9 Val 1     := 2500
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Mineral
Ability 10 Descr    := Can store 10000 minerals for an empire.
Ability 10 Val 1    := 10000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Organics
Ability 11 Descr    := Can store 10000 organics for an empire.
Ability 11 Val 1    := 10000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Radioactives
Ability 12 Descr    := Can store 10000 radioactives for an empire.
Ability 12 Val 1    := 10000
Ability 12 Val 2    := 0

Name                := Arcology
Description         := An enormous vertical community, including artificial elevated landscapes, power, resource, and food generation, all designed with great economy of space. A union of architecture and ecology. A wonder of space-age architecture, community design, and all aspects of engineering.
Facility Group      := Cultural
Facility Family     := 58
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 82
Cost Minerals       := 350000
Cost Organics       := 350000
Cost Radioactives   := 350000
Number of Tech Req  := 2
Tech Area Req 1     := Industry
Tech Level Req 1    := 3
Tech Area Req 2     := Construction
Tech Level Req 2    := 4
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1400 minerals, 500 orgs and 400 rads each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 500 research points each turn.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 150 intelligence points per turn.
Ability 5 Val 1     := 150
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 3000 extra cargo/deployment spaces.
Ability 9 Val 1     := 3000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 7% (only 1 facility per system effective).
Ability 10 Val 1    := 7
Ability 10 Val 2    := 0
Ability 11 Type     := Change Population Happiness - System
Ability 11 Descr    :=  
Ability 11 Val 1    := 0
Ability 11 Val 2    := 0
Ability 12 Type     := Change Population Happiness - System
Ability 12 Descr    :=  
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Change Population Happiness - System
Ability 13 Descr    :=  
Ability 13 Val 1    := 0
Ability 13 Val 2    := 0
Ability 14 Type     := Component Repair
Ability 14 Descr    := 
Ability 14 Val 1    := 0
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 12000 minerals for an empire.
Ability 15 Val 1    := 12000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 12000 organics for an empire.
Ability 16 Val 1    := 12000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 12000 radioactives for an empire.
Ability 17 Val 1    := 12000
Ability 17 Val 2    := 0

Name                := Colony World Cultural Center
Description         := A new civilization developed on a colony world, including cities, parks, infrastructure, arts, religions, sciences, industry, etc.
Facility Group      := Cultural
Facility Family     := 54
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 2400000
Cost Organics       := 2400000
Cost Radioactives   := 2400000
Number of Tech Req  := 0
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 2000 minerals, 500 orgs and 400 rads each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1000 research points each turn.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 300 intelligence points per turn.
Ability 5 Val 1     := 300
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Improves the happiness of the populations who live in this system.
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 6000 extra cargo/deployment spaces.
Ability 9 Val 1     := 6000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 10 Val 1    := 10
Ability 10 Val 2    := 0
Ability 11 Type     := Change Population Happiness - System
Ability 11 Descr    :=  
Ability 11 Val 1    := 0
Ability 11 Val 2    := 0
Ability 12 Type     := Change Population Happiness - System
Ability 12 Descr    :=  
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Change Population Happiness - System
Ability 13 Descr    :=  
Ability 13 Val 1    := 0
Ability 13 Val 2    := 0
Ability 14 Type     := Component Repair
Ability 14 Descr    := Can repair +1 component per turn.
Ability 14 Val 1    := 1
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 100000 minerals for an empire.
Ability 15 Val 1    := 100000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 50000 organics for an empire.
Ability 16 Val 1    := 50000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 40000 radioactives for an empire.
Ability 17 Val 1    := 40000
Ability 17 Val 2    := 0

Name                := Cultural Center
Description         := The developed homeland of a space-age civilization, including cities, parks, infrastructure, arts, religions, sciences, industry, etc.
Facility Group      := Cultural
Facility Family     := 54
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 2400000
Cost Organics       := 2400000
Cost Radioactives   := 2400000
Number of Tech Req  := 0
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 2000 minerals, 500 orgs and 400 rads each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1000 research points each turn.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 300 intelligence points per turn.
Ability 5 Val 1     := 300
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Improves the happiness of the populations who live in this system.
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 6000 extra cargo/deployment spaces.
Ability 9 Val 1     := 6000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 10 Val 1    := 10
Ability 10 Val 2    := 0
Ability 11 Type     := Space Yard
Ability 11 Descr    := Can construct with +250 minerals per turn.
Ability 11 Val 1    := 1
Ability 11 Val 2    := 250
Ability 12 Type     := Space Yard
Ability 12 Descr    := Can construct with +150 organics per turn.
Ability 12 Val 1    := 2
Ability 12 Val 2    := 150
Ability 13 Type     := Space Yard
Ability 13 Descr    := Can construct with +100 radioactives per turn.
Ability 13 Val 1    := 3
Ability 13 Val 2    := 100
Ability 14 Type     := Component Repair
Ability 14 Descr    := Can repair +1 component per turn.
Ability 14 Val 1    := 1
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 100000 minerals for an empire.
Ability 15 Val 1    := 100000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 50000 organics for an empire.
Ability 16 Val 1    := 50000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 40000 radioactives for an empire.
Ability 17 Val 1    := 40000
Ability 17 Val 2    := 0

Name                := Nano Mineral Miner
Description         := Large scale planet processor which mines minerals from the deepest layers, using nano-techs.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Nano-Structures
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 2000 minerals each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Nano Organics Farm
Description         := Biological growing facility which generates organic materials from a planet's surface, using nano-techs.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Nano-Structures
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 2000 Organics each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Nano Radioactives Extractor 
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials, using nano-techs.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Nano-Structures
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 2000 Radioactives each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1000 minerals for an empire.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1250 minerals for an empire.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1500 minerals for an empire.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1000 organics for an empire.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1250 organics for an empire.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1500 organics for an empire.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1000 radioactives for an empire.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1250 radioactives for an empire.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1500 radioactives for an empire.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Monolithic Construction
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 700 organics each turn.
Ability 2 Val 1     := 700
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 700 radioactives each turn.
Ability 3 Val 1     := 700
Ability 3 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Monolithic Construction
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Monolithic Construction
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Resource Extraction
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := None

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resupply
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 radioactives for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Cargo Facility I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms I
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms II
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms III
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Radioactives Collider I
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Radioactives Collider II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Radioactives Collider III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := System Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 16
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 16
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 16
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := System Eco - Farms I
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Extraction
Facility Family     := 17
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Eco - Farms II
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Extraction
Facility Family     := 17
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Eco - Farms III
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Extraction
Facility Family     := 17
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := System Radioactives Collider I
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Extraction
Facility Family     := 18
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Radioactives Collider II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Extraction
Facility Family     := 18
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Radioactives Collider III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Extraction
Facility Family     := 18
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Robotoid Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10% (only 1 facility per planet effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10% (only 1 facility per planet effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Robotoid Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20% (only 1 facility per planet effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Robotoid Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30% (only 1 facility per planet effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

Name                := System Robotoid Factory I
Description         := Robotic workers who will increase all production for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 20000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 10% (only 1 facility per system effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 10% (only 1 facility per system effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := System Robotoid Factory II
Description         := Robotic workers who will increase all production for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 20000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 20% (only 1 facility per system effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 20% (only 1 facility per system effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := System Robotoid Factory III
Description         := Robotic workers who will increase all production for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 20000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 30% (only 1 facility per system effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 30% (only 1 facility per system effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Citizen Databank Complex I
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Citizen Databank Complex II
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Citizen Databank Complex III
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Computer Complex I
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Computer Complex II
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Computer Complex III
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Citizen Databank I
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Citizen Databank II
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Citizen Databank III
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := War Shrine I
Description         := Central place of worship for all that follow the path of the warrior. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 5% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := War Shrine II
Description         := Central place of worship for all that follow the path of the warrior. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 10% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := War Shrine III
Description         := Central place of worship for all that follow the path of the warrior. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 15% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Death Shrine I
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 5% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Death Shrine II
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 10% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Death Shrine III
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 15% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Time Shrine I
Description         := Devout following of workers dedicated to improving their ultimate use of time. 
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 5% (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 5% (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 5% (only 1 facility per system effective).
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Time Shrine II
Description         := Devout following of workers dedicated to improving their ultimate use of time. 
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 10% (only 1 facility per system effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 10% (only 1 facility per system effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Time Shrine III
Description         := Devout following of workers dedicated to improving their ultimate use of time. 
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 15% (only 1 facility per system effective).
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 15% (only 1 facility per system effective).
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Nature Shrine I
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 1% each year (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 1% each year (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Nature Shrine II
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 2% each year (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 2% each year (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0

Name                := Nature Shrine III
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 3% each year (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 3% each year (only 1 facility per system effective).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0

Name                := Fate Shrine I
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Fate Shrine II
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system eff.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Fate Shrine III
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system eff.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Resource Converter I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Resource Converter II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Resource Converter III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Ultra - Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Ultra - Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Ultra - Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Ship Training Facility I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := Ship Training Facility II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 15

Name                := Ship Training Facility III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 20

Name                := Fleet Training Facility I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := Fleet Training Facility II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 15

Name                := Fleet Training Facility III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 20

Name                := Gestation Vats I
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 43
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Gestation Vats II
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 43
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 2% faster (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Gestation Vats III
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 43
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 3% faster (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Replicant Center I
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 4
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Replicant Center II
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Replicant Center III
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Not A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Medical Lab I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Medical Lab II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Medical Lab III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Organic Medical Lab I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Organic Medical Lab II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Organic Medical Lab III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Urban Pacification Center I
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 283
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Urban Pacification Center II
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 283
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 283
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Space Yard Facility I
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2	  := Not A Pirate
Tech Level Req 2	  := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Space Yard Facility II
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2	  := Not A Pirate
Tech Level Req 2	  := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Space Yard Facility III
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2	  := Not A Pirate
Tech Level Req 2	  := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Shields
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Shields
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 10
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 50000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2	  := Shields
Tech Level Req 2	  := 3
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 20000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 10000
Cost Radioactives   := 50000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2	  := Shields
Tech Level Req 2	  := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 50000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator III
Description         := Massive phased shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 250000
Cost Organics       := 30000
Cost Radioactives   := 100000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2	  := Shields
Tech Level Req 2	  := 9
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 75000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 75000
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Events Predictor I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 10% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Events Predictor II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 20% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Events Predictor III
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 30% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Temporal Vacation Service I
Description         := Entertainment service which allows populations to view past histories.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Temporal Vacation Service II
Description         := Entertainment service which allows populations to view past histories.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Temporal Vacation Service III
Description         := Entertainment service which allows populations to view past histories.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Temporal Space Yard Facility I
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 4
Tech Area Req 2	  := Not A Pirate
Tech Level Req 2	  := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility II
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 5
Tech Area Req 2	  := Not A Pirate
Tech Level Req 2	  := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 4000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 4000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility III
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2	  := Not A Pirate
Tech Level Req 2	  := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 4500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 4500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Psychic Ship Training Facility I
Description         := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psychic
Facility Family     := 48
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10% (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := Psychic Ship Training Facility II
Description         := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psychic
Facility Family     := 48
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 2% each turn up to 15% (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 15

Name                := Psychic Ship Training Facility III
Description         := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psychic
Facility Family     := 48
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 3% each turn up to 20% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 20

Name                := Psychic Fleet Training Facility I
Description         := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psychic
Facility Family     := 49
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 11000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10% (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := Psychic Fleet Training Facility II
Description         := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psychic
Facility Family     := 49
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 11000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 2% each turn up to 15% (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 15

Name                := Psychic Fleet Training Facility III
Description         := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psychic
Facility Family     := 49
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 11000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 3% each turn up to 20% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 20

Name                := Psychic Scanner I
Description         := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Psychic Scanner II
Description         := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 12000
Cost Organics       := 4000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Psychic Scanner III
Description         := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Solar Generator I
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 4
Tech Area Req 2	  := Not A Pirate
Tech Level Req 2	  := 1
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 100 minerals per star each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 100 organics per star each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 100 radioactives per star each turn.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

Name                := Solar Generator II
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 5
Tech Area Req 2	  := Not A Pirate
Tech Level Req 2	  := 1
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 200 minerals per star each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 200 organics per star each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 200 radioactives per star each turn.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0

Name                := Solar Generator III
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 6
Tech Area Req 2	  := Not A Pirate
Tech Level Req 2	  := 1
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0

Name                := Crystalline Restructuring Plant I
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Crystalline
Facility Family     := 52
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Crystalline Restructuring Plant II
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Crystalline
Facility Family     := 52
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Crystalline Restructuring Plant III
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Crystalline
Facility Family     := 52
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens I
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Crystalline
Facility Family     := 53
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 20 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens II
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Crystalline
Facility Family     := 53
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 40 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens III
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Crystalline
Facility Family     := 53
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 60 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Megaweb I
Description         := Nano-computers which can improves the planet
Facility Group      := Planet Modification
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Nano-Structures
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Research Point Generation 1000pts.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Intelligence Point Generation 1000pts.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Shield Generation
Ability 3 Descr     := Planet - Shield Generation 1000pts.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0

Name                := Megaweb II
Description         := Nano-computers which can improves the planet
Facility Group      := Planet Modification
Facility Family     := 100
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Nano-Structures
Tech Level Req 1    := 2
Number of Abilities := 6
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Research Point Generation 1500pts.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Intelligence Point Generation 1500pts.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Shield Generation
Ability 3 Descr     := Planet - Shield Generation 1500pts.
Ability 3 Val 1     := 1500
Ability 3 Val 2     := 0
Ability 4 Type      := Solar Resource Generation - Minerals
Ability 4 Descr     := Generates 1000 minerals per star each turn.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Solar Resource Generation - Organics
Ability 5 Descr     := Generates 1000 organics per star each turn.
Ability 5 Val 1     := 1000
Ability 5 Val 2     := 0
Ability 6 Type      := Solar Resource Generation - Radioactives
Ability 6 Descr     := Generates 1000 radioactives per star each turn.
Ability 6 Val 1     := 1000
Ability 6 Val 2     := 0

Name                := Megaweb III
Description         := Nano-computers which can improves the planet
Facility Group      := Planet Modification
Facility Family     := 100
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Nano-Structures
Tech Level Req 1    := 3
Number of Abilities := 7
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Research Point Generation 2000pts.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Intelligence Point Generation 2000pts.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Shield Generation
Ability 3 Descr     := Planet - Shield Generation 2000pts.
Ability 3 Val 1     := 2000
Ability 3 Val 2     := 0
Ability 4 Type      := Solar Resource Generation - Minerals
Ability 4 Descr     := Generates 5000 minerals per star each turn.
Ability 4 Val 1     := 5000
Ability 4 Val 2     := 0
Ability 5 Type      := Solar Resource Generation - Organics
Ability 5 Descr     := Generates 5000 organics per star each turn.
Ability 5 Val 1     := 5000
Ability 5 Val 2     := 0
Ability 6 Type      := Solar Resource Generation - Radioactives
Ability 6 Descr     := Generates 5000 radioactives per star each turn.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0
Ability 7 Type      := Component Repair
Ability 7 Descr     := Can repair 10 components per turn.
Ability 7 Val 1     := 10
Ability 7 Val 2     := 0
Ability 8 Type      := Space Yard
Ability 8 Descr     := Can construct with 4000 minerals per turn.
Ability 8 Val 1     := 1
Ability 8 Val 2     := 4000
Ability 9 Type      := Space Yard
Ability 9 Descr     := Can construct with 4000 organics per turn.
Ability 9 Val 1     := 2
Ability 9 Val 2     := 4000
Ability 10 Type      := Space Yard
Ability 10 Descr     := Can construct with 4000 radioactives per turn.
Ability 10 Val 1     := 3
Ability 10 Val 2     := 4000

Name                := Angel's Facility
Description         := An angel accepts to help your empire in this system.
Facility Group      := System Modification
Facility Family     := 101
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 55
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Angel's fury
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Damage Modifier in this System 75pts.
Ability 1 Val 1     := 75
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Training - System
Ability 2 Descr     := Ship Training in this System 15 to 75.
Ability 2 Val 1     := 15
Ability 2 Val 2     := 75
Ability 3 Type      := Fleet Training - System
Ability 3 Descr     := Fleet Training in this System 15 to 75.
Ability 3 Val 1     := 15
Ability 3 Val 2     := 75
Ability 4 Type      := Long Range Scanner - System
Ability 4 Descr     := Long Range Scanner in the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Black Archangel's Facility
Description         := A Black Archangel accepts to help your empire in this system.
Facility Group      := System Modification
Facility Family     := 102
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 55
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Angel's fury
Tech Level Req 1    := 3
Number of Abilities := 5
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Combat Modifier in this System 75pts.
Ability 1 Val 1     := 75
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Modifier - System
Ability 2 Descr     := Shield Modifier in this System 500.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stop Star Destroyer in this system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Nebulae Creator
Ability 4 Descr     := Stop Nebulae Creator in the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Black Hole Creator
Ability 5 Descr     := Stop Black Hole Creator in this system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := White Archangel's Facility
Description         := A White Archangel accepts to help your empire in this system.
Facility Group      := System Modification
Facility Family     := 103
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 55
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Angel's fury
Tech Level Req 1    := 3
Number of Abilities := 9
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Planet Value Change in this System (50).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Planet Conditions Change in this System (50).
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Event Chance - System
Ability 3 Descr     := Change Bad Event Chance in this system (50).
Ability 3 Val 1     := -50
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Change Bad Intelligence Chance in this System (50).
Ability 4 Val 1     := -50
Ability 4 Val 2     := 0
Ability 5 Type      := Change Population Happiness - System
Ability 5 Descr     := Change Population Happiness in this system (50).
Ability 5 Val 1     := 50
Ability 5 Val 2     := 0
Ability 6 Type      := Modify Reproduction - System
Ability 6 Descr     := Modify Reproduction in this system (50%).
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0
Ability 7 Type      := Change Population - System
Ability 7 Descr     := Change Population in this system (500).
Ability 7 Val 1     := 500
Ability 7 Val 2     := 0
Ability 8 Type      := Plague Prevention - System
Ability 8 Descr     := Prevent level 5 plague in this system.
Ability 8 Val 1     := 5
Ability 8 Val 2     := 0
Ability 9 Type      := Reduced Maintenance Cost - System
Ability 9 Descr     := Reduce Maintenance Cost in this system (50%).
Ability 9 Val 1     := 50
Ability 9 Val 2     := 0

Name                := Pirate's Intelligence Center
Description         := Secure compound for the extraction of information from informants.
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Is A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Slave Labour Camp
Description         := Slaves are used to gather all types of resources.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Is A Pirate
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 100 minerals per star each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 100 organics per star each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 100 radioactives per star each turn.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Is A Nomad
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Is A Nomad
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Is A Nomad
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center
Description         := Low-Tech workshop which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2	  := Is A Nomad
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 200 research points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Research Center
Description         := Low-Tech workshop which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2	  := Is A Pirate
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 200 research points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Space Yard Facility
Description         := Basic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2	  := Is A Nomad
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Space Yard Facility
Description         := Basic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2	  := Is A Pirate
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Large Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 250
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 50000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1	  := Shields
Tech Level Req 1	  := 14
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Large Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 250
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 10000
Cost Radioactives   := 50000
Number of Tech Req  := 1
Tech Area Req 1	  := Shields
Tech Level Req 1	  := 15
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 20000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Large Planetary Shield Generator III
Description         := Massive phased shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 250
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 250000
Cost Organics       := 30000
Cost Radioactives   := 100000
Number of Tech Req  := 1
Tech Area Req 1	  := Shields
Tech Level Req 1	  := 16
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 50000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Pirate Hoard
Description         := Large, hidden cavern which stores unused resources.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Is A Pirate
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 40000 minerals for an empire.
Ability 2 Val 1     := 40000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 40000 minerals for an empire.
Ability 3 Val 1     := 40000
Ability 3 Val 2     := 0

Name                := Temporal Cloning Facility I
Description         := Rapid-growth clones boost population.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 3
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 4
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 4
Tech Area Req 3     := Not A Pirate
Tech Level Req 3    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 100M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0

Name                := Temporal Cloning Facility II
Description         := Rapid-growth clones boost population.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 3
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 5
Tech Area Req 3     := Not A Pirate
Tech Level Req 3    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 200M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Temporal Cloning Facility III
Description         := Rapid-growth clones boost population.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 6
Tech Area Req 3     := Not A Pirate
Tech Level Req 3    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 400M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Healing Crystal Tower
Description         := Enormous crystal which is said to have mystical healing powers.  The people living in the system are happier and appear to have improved immune systems.  Only priests who live beside the crystal are known to have extended lifespans.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Chop Shop
Description         := Deconstruction base where experienced Pirates strip down ships.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Is A Pirate
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 99% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 99
Ability 1 Val 2     := 0

Name                := Stellar Manipulator Facility I
Description         := Gravitationnal fields generator used to stellar manipulations. 
Facility Group      := Shields
Facility Family     := 101
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Manipulation
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Destroy Storm
Ability 1 Descr     := Can create or destroy any storm in sector.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Create Storm
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Stellar Manipulator Facility II
Description         := Gravitationnal fields generator used to stellar manipulations. 
Facility Group      := Shields
Facility Family     := 101
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Manipulation
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Destroy Storm
Ability 1 Descr     := Can create or destroy any storm in sector.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Create Storm
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Close Warp Point
Ability 3 Descr     := Can open a warp to 100 light years system and can close any warp point.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Open Warp Point Distance
Ability 4 Descr     := 
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0

Name                := Stellar Manipulator Facility III
Description         := Gravitationnal fields generator used to stellar manipulations. 
Facility Group      := Shields
Facility Family     := 101
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Manipulation
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Destroy Storm
Ability 1 Descr     := Can create or destroy any storm in sector.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Create Storm
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Close Warp Point
Ability 3 Descr     := Can open a warp to 200 light years system and can close any warp point.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Open Warp Point Distance
Ability 4 Descr     := 
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0

Name                := Stellar Manipulator Facility IV
Description         := Gravitationnal fields generator used to stellar manipulations. 
Facility Group      := Shields
Facility Family     := 101
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Manipulation
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Destroy Storm
Ability 1 Descr     := Can create or destroy any storm in sector.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Create Storm
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Close Warp Point
Ability 3 Descr     := Can open a warp to 300 light years system and can close any warp point.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Open Warp Point Distance
Ability 4 Descr     := 
Ability 4 Val 1     := 30
Ability 4 Val 2     := 0

Name                := Stellar Manipulator Facility V
Description         := Gravitationnal fields generator used to stellar manipulations. 
Facility Group      := Shields
Facility Family     := 101
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Manipulation
Tech Level Req 1    := 5
Number of Abilities := 4
Ability 1 Type      := Destroy Storm
Ability 1 Descr     := Can create or destroy any storm in sector.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Create Storm
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Close Warp Point
Ability 3 Descr     := Can open a warp to 400 light years system and can close any warp point.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Open Warp Point Distance
Ability 4 Descr     := 
Ability 4 Val 1     := 40
Ability 4 Val 2     := 0

Name                := Sensor Facility
Description         := Sensors fields generator based on a planet. 
Facility Group      := Shields
Facility Family     := 104
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Sensors
Tech Level Req 1    := 15
Number of Abilities := 6
Ability 1 Type      := Sensor Level
Ability 1 Descr     := Can scan with level 1 sensors.
Ability 1 Val 1     := EM Active
Ability 1 Val 2     := 7
Ability 2 Type      := Sensor Level
Ability 2 Descr     := 
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 7
Ability 3 Type      := Sensor Level
Ability 3 Descr     := 
Ability 3 Val 1     := Psychic
Ability 3 Val 2     := 7
Ability 4 Type      := Sensor Level
Ability 4 Descr     := 
Ability 4 Val 1     := Temporal
Ability 4 Val 2     := 7
Ability 5 Type      := Sensor Level
Ability 5 Descr     := 
Ability 5 Val 1     := Gravitic
Ability 5 Val 2     := 7
Ability 6 Type      := Sensor Level
Ability 6 Descr     := 
Ability 6 Val 1     := Nano
Ability 6 Val 2     := 7

Name                := Manufacturing Colony I
Description         := 
Facility Group      := Manufacturing
Facility Family     := 102
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 25220
Cost Organics       := 6305
Cost Radioactives   := 4204
Number of Tech Req  := 0
Number of Abilities := 15
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Shield generator 1250.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := 
Ability 2 Val 1     := 250
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 50
Ability 4 Val 2     := 0
Ability 5 Type      := Spaceport
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 2500 extra cargo spaces.
Ability 6 Val 1     := 2500
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 25000 minerals for the Empire and extract 250.
Ability 7 Val 1     := 25000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 25000 organics for the Empire and extract 100.
Ability 8 Val 1     := 25000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 25000 radioactives for the Empire and extract 50.
Ability 9 Val 1     := 25000
Ability 9 Val 2     := 0
Ability 10 Type     := Supply Generation
Ability 10 Descr    := Spaceport and resupply depot.
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Space Yard
Ability 11 Descr    := Can construct with 1000 minerals per turn.
Ability 11 Val 1    := 1
Ability 11 Val 2    := 1000
Ability 12 Type     := Space Yard
Ability 12 Descr    := Can construct with 1000 organics per turn.
Ability 12 Val 1    := 2
Ability 12 Val 2    := 1000
Ability 13 Type     := Space Yard
Ability 13 Descr    := Can construct with 1000 radioactives per turn.
Ability 13 Val 1    := 3
Ability 13 Val 2    := 1000
Ability 14 Type     := Component Repair
Ability 14 Descr    := Repair 2 comp.
Ability 14 Val 1    := 2
Ability 14 Val 2    := 0
Ability 15 Type     := Ship Auxiliary Control
Ability 15 Descr    := 
Ability 15 Val 1    := 1
Ability 15 Val 2    := 0

Name                := Manufacturing Colony II
Description         := 
Facility Group      := Manufacturing
Facility Family     := 102
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 27430
Cost Organics       := 6858
Cost Radioactives   := 4572
Number of Tech Req  := 1
Tech Area Req 1     := Industry
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 15
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generate shields 1250
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := 
Ability 2 Val 1     := 375
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 75
Ability 4 Val 2     := 0
Ability 5 Type      := Spaceport
Ability 5 Descr     := Acts as a spaceport for this system
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 2500 extra cargo spaces.
Ability 6 Val 1     := 2500
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 25000 minerals for the Empire and extract 375.
Ability 7 Val 1     := 25000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 25000 organics for the Empire and extract 150.
Ability 8 Val 1     := 25000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 25000 radioactives for the Empire and extract 75.
Ability 9 Val 1     := 25000
Ability 9 Val 2     := 0
Ability 10 Type     := Supply Generation
Ability 10 Descr    := Supply depot
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Space Yard
Ability 11 Descr    := Can construct with 1500 minerals per turn.
Ability 11 Val 1    := 1
Ability 11 Val 2    := 1500
Ability 12 Type     := Space Yard
Ability 12 Descr    := Can construct with 1500 organics per turn.
Ability 12 Val 1    := 2
Ability 12 Val 2    := 1500
Ability 13 Type     := Space Yard
Ability 13 Descr    := Can construct with 1500 radioactives per turn.
Ability 13 Val 1    := 3
Ability 13 Val 2    := 1500
Ability 14 Type     := Component Repair
Ability 14 Descr    := Repair 3 comps.
Ability 14 Val 1    := 3
Ability 14 Val 2    := 0
Ability 15 Type     := Ship Auxiliary Control
Ability 15 Descr    := 
Ability 15 Val 1    := 1
Ability 15 Val 2    := 0

Name                := Manufacturing Colony III
Description         := 
Facility Group      := Manufacturing
Facility Family     := 102
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 29640
Cost Organics       := 7410
Cost Radioactives   := 4940
Number of Tech Req  := 1
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 15
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Shields generator 1250.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := 
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Spaceport
Ability 5 Descr     := Spaceport and resupply depot
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 2500 extra cargo spaces.
Ability 6 Val 1     := 2500
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 25000 minerals for the Empire and extract 500.
Ability 7 Val 1     := 25000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 25000 organics for the Empire and extract 200.
Ability 8 Val 1     := 25000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 25000 radioactives for the Empire and extract 100.
Ability 9 Val 1     := 25000
Ability 9 Val 2     := 0
Ability 10 Type     := Supply Generation
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Space Yard
Ability 11 Descr    := Can construct with 2000 minerals per turn.
Ability 11 Val 1    := 1
Ability 11 Val 2    := 2000
Ability 12 Type     := Space Yard
Ability 12 Descr    := Can construct with 2000 organics per turn.
Ability 12 Val 1    := 2
Ability 12 Val 2    := 2000
Ability 13 Type     := Space Yard
Ability 13 Descr    := Can construct with 2000 radioactives per turn.
Ability 13 Val 1    := 3
Ability 13 Val 2    := 2000
Ability 14 Type     := Component Repair
Ability 14 Descr    := Repair 4 comps.
Ability 14 Val 1    := 4
Ability 14 Val 2    := 0
Ability 15 Type     := Ship Auxiliary Control
Ability 15 Descr    := 
Ability 15 Val 1    := 1
Ability 15 Val 2    := 0

Name                := Colony Hub I
Description         := 
Facility Group      := Hub
Facility Family     := 101
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 38009
Cost Organics       := 10803
Cost Radioactives   := 11535
Number of Tech Req  := 0
Tech Area Req 1     := Industry
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 19
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2500 shield points.
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := 
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 250
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 150
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 150 research points each turn.
Ability 5 Val 1     := 150
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 75 intelligence points each turn.
Ability 6 Val 1     := 75
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Acts as a spaceport and resupply depot for this system
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 2500 extra cargo spaces.
Ability 8 Val 1     := 2500
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 25000 minerals for the Empire and extract 500.
Ability 9 Val 1     := 25000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 25000 organics for the Empire and extract 250.
Ability 10 Val 1    := 25000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 25000 radioactives for the Empire and extract 150.
Ability 11 Val 1    := 25000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := 
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Space Yard
Ability 13 Descr    := Can construct with 500 minerals per turn.
Ability 13 Val 1    := 1
Ability 13 Val 2    := 500
Ability 14 Type     := Space Yard
Ability 14 Descr    := Can construct with 500 organics per turn.
Ability 14 Val 1    := 2
Ability 14 Val 2    := 500
Ability 15 Type     := Space Yard
Ability 15 Descr    := Can construct with 500 radioactives per turn.
Ability 15 Val 1    := 3
Ability 15 Val 2    := 500
Ability 16 Type     := Change Population Happiness - System
Ability 16 Descr    := The presense of the Homeworld provides the system with a bonus to their happiness.
Ability 16 Val 1    := 1
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 17 Val 1    := 10
Ability 17 Val 2    := 0
Ability 18 Type     := Reduced Maintenance Cost - System
Ability 18 Descr    := Reduced maintenance cost of 10%.
Ability 18 Val 1    := 10
Ability 18 Val 2    := 0
Ability 19 Type     := Ship Bridge
Ability 19 Descr    := 
Ability 19 Val 1    := 1
Ability 19 Val 2    := 0

Name                := Colony Hub II
Description         := 
Facility Group      := Hub
Facility Family     := 101
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 41389
Cost Organics       := 11648
Cost Radioactives   := 12099
Number of Tech Req  := 1
Tech Area Req 1     := Industry
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 19
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := shields generator 2500
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := 
Ability 2 Val 1     := 750
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 375
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 225
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 150 research points each turn.
Ability 5 Val 1     := 150
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 75 intelligence points each turn.
Ability 6 Val 1     := 75
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Spaceport and resupply depot
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 2500 extra cargo spaces.
Ability 8 Val 1     := 2500
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 25000 minerals for the Empire and extract 750.
Ability 9 Val 1     := 25000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 25000 organics for the Empire and extract 375.
Ability 10 Val 1    := 25000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 25000 radioactives for the Empire and extract 225.
Ability 11 Val 1    := 25000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := 
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Space Yard
Ability 13 Descr    := Can construct with 500 minerals per turn.
Ability 13 Val 1    := 1
Ability 13 Val 2    := 500
Ability 14 Type     := Space Yard
Ability 14 Descr    := Can construct with 500 organics per turn.
Ability 14 Val 1    := 2
Ability 14 Val 2    := 500
Ability 15 Type     := Space Yard
Ability 15 Descr    := Can construct with 500 radioactives per turn.
Ability 15 Val 1    := 3
Ability 15 Val 2    := 500
Ability 16 Type     := Change Population Happiness - System
Ability 16 Descr    := The presense of the Homeworld provides the system with a bonus to their happiness.
Ability 16 Val 1    := 2
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 17 Val 1    := 10
Ability 17 Val 2    := 0
Ability 18 Type     := Reduced Maintenance Cost - System
Ability 18 Descr    := Reduced maintenac cost of 10%.
Ability 18 Val 1    := 10
Ability 18 Val 2    := 0
Ability 19 Type     := Ship Bridge
Ability 19 Descr    := 
Ability 19 Val 1    := 1
Ability 19 Val 2    := 0

Name                := Colony Hub III
Description         := 
Facility Group      := Hub
Facility Family     := 101
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 43843
Cost Organics       := 12911
Cost Radioactives   := 14133
Number of Tech Req  := 1
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 19
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Shield generator 2500
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := 
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 300
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 150 research points each turn.
Ability 5 Val 1     := 150
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 75 intelligence points each turn.
Ability 6 Val 1     := 75
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Spaceport end resupply depot.
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 2500 extra cargo spaces.
Ability 8 Val 1     := 2500
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 25000 minerals for the Empire and extract 1000.
Ability 9 Val 1     := 25000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 25000 organics for the Empire and extract 500.
Ability 10 Val 1    := 25000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 25000 radioactives for the Empire and extract 300.
Ability 11 Val 1    := 25000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := 
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Space Yard
Ability 13 Descr    := Can construct with 500 minerals per turn.
Ability 13 Val 1    := 1
Ability 13 Val 2    := 500
Ability 14 Type     := Space Yard
Ability 14 Descr    := Can construct with 500 organics per turn.
Ability 14 Val 1    := 2
Ability 14 Val 2    := 500
Ability 15 Type     := Space Yard
Ability 15 Descr    := Can construct with 500 radioactives per turn.
Ability 15 Val 1    := 3
Ability 15 Val 2    := 500
Ability 16 Type     := Change Population Happiness - System
Ability 16 Descr    := The presense of the Homeworld provides the system with a bonus to their happiness.
Ability 16 Val 1    := 2
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 17 Val 1    := 10
Ability 17 Val 2    := 0
Ability 18 Type     := Reduced Maintenance Cost - System
Ability 18 Descr    := reduced maintenance cost of 15%.
Ability 18 Val 1    := 15
Ability 18 Val 2    := 0
Ability 19 Type     := Ship Bridge
Ability 19 Descr    := 
Ability 19 Val 1    := 1
Ability 19 Val 2    := 0

Name                := Homeworld Hub I
Description         := 
Facility Group      := Hub
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 95355
Cost Organics       := 27739
Cost Radioactives   := 27268
Number of Tech Req  := 0
Tech Area Req 1     := Industry
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 20
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Shield generation 5000
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := 
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 500 intelligence points each turn.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Acts as a spaceport and resupply depot for this system
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 5000 extra cargo spaces.
Ability 8 Val 1     := 5000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 50000 minerals for the Empire and extract 2000.
Ability 9 Val 1     := 50000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 50000 organics for the Empire and extract 1000.
Ability 10 Val 1    := 50000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 50000 radioactives for the Empire  and extract 1000.
Ability 11 Val 1    := 50000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := 
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Space Yard
Ability 13 Descr    := Can construct with 1000 minerals per turn.
Ability 13 Val 1    := 1
Ability 13 Val 2    := 1000
Ability 14 Type     := Space Yard
Ability 14 Descr    := Can construct with 1000 organics per turn.
Ability 14 Val 1    := 2
Ability 14 Val 2    := 1000
Ability 15 Type     := Space Yard
Ability 15 Descr    := Can construct with 1000 radioactives per turn.
Ability 15 Val 1    := 3
Ability 15 Val 2    := 1000
Ability 16 Type     := Change Population Happiness - System
Ability 16 Descr    := The presense of the Homeworld provides the system with a bonus to their happiness.
Ability 16 Val 1    := 2
Ability 16 Val 2    := 0
Ability 17 Type     := System Point Generation Modifier - Research
Ability 17 Descr    := 10% improved system research.
Ability 17 Val 1    := 10
Ability 17 Val 2    := 0
Ability 18 Type     := Reduced Maintenance Cost - System
Ability 18 Descr    := 25% reduced maintenance cost.
Ability 18 Val 1    := 25
Ability 18 Val 2    := 0
Ability 19 Type     := Change Bad Event Chance - System
Ability 19 Descr    := 30% reduced system bad event chance.
Ability 19 Val 1    := -30
Ability 19 Val 2    := 0
Ability 20 Type     := Combat Modifier - System
Ability 20 Descr    := When fighting to defend their homewworld system, ships receive a 20% Combat bonus.
Ability 20 Val 1    := 20
Ability 20 Val 2    := 0

Name                := Homeworld Hub II
Description         := 
Facility Group      := Hub
Facility Family     := 100
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 108745
Cost Organics       := 31087
Cost Radioactives   := 29499
Number of Tech Req  := 1
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 20
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 5000 shield points generator.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := 
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1500
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1500
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 500 intelligence points each turn.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := spaceport and resupply depot.
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 5000 extra cargo spaces.
Ability 8 Val 1     := 5000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 50000 minerals for the Empire and extract 3000.
Ability 9 Val 1     := 50000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 50000 organics for the Empire and extract 1500.
Ability 10 Val 1    := 50000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 50000 radioactives for the Empire and extract 1500.
Ability 11 Val 1    := 50000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := 
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Space Yard
Ability 13 Descr    := Can construct with 1000 minerals per turn.
Ability 13 Val 1    := 1
Ability 13 Val 2    := 1000
Ability 14 Type     := Space Yard
Ability 14 Descr    := Can construct with 1000 organics per turn.
Ability 14 Val 1    := 2
Ability 14 Val 2    := 1000
Ability 15 Type     := Space Yard
Ability 15 Descr    := Can construct with 1000 radioactives per turn.
Ability 15 Val 1    := 3
Ability 15 Val 2    := 1000
Ability 16 Type     := Change Population Happiness - System
Ability 16 Descr    := The presense of the Homeworld provides the system with a bonus to their happiness.
Ability 16 Val 1    := 3
Ability 16 Val 2    := 0
Ability 17 Type     := System Point Generation Modifier - Research
Ability 17 Descr    := 10% improved research.
Ability 17 Val 1    := 10
Ability 17 Val 2    := 0
Ability 18 Type     := Reduced Maintenance Cost - System
Ability 18 Descr    := 25% system maintenance cost.
Ability 18 Val 1    := 25
Ability 18 Val 2    := 0
Ability 19 Type     := Change Bad Event Chance - System
Ability 19 Descr    := 40% bad event system chance.
Ability 19 Val 1    := -40
Ability 19 Val 2    := 0
Ability 20 Type     := Combat Modifier - System
Ability 20 Descr    := When fighting to defend their homewworld system, ships receive a 20% Combat bonus.
Ability 20 Val 1    := 20
Ability 20 Val 2    := 0

Name                := Homeworld Hub III
Description         := 
Facility Group      := Hub
Facility Family     := 100
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 122135
Cost Organics       := 34434
Cost Radioactives   := 31732
Number of Tech Req  := 1
Tech Area Req 1     := Industry
Tech Level Req 1    := 3
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 20
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 5000 points generation.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := 
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 2000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 2000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 500 intelligence points each turn.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := spaceport and resupply depot.
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 5000 extra cargo spaces.
Ability 8 Val 1     := 5000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 50000 minerals for the Empire and extract 4000.
Ability 9 Val 1     := 50000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 50000 organics for the Empire and extract 2000.
Ability 10 Val 1    := 50000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 50000 radioactives for the Empire and extract 2000.
Ability 11 Val 1    := 50000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := 
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Space Yard
Ability 13 Descr    := Can construct with 1000 minerals per turn.
Ability 13 Val 1    := 1
Ability 13 Val 2    := 1000
Ability 14 Type     := Space Yard
Ability 14 Descr    := Can construct with 1000 organics per turn.
Ability 14 Val 1    := 2
Ability 14 Val 2    := 1000
Ability 15 Type     := Space Yard
Ability 15 Descr    := Can construct with 1000 radioactives per turn.
Ability 15 Val 1    := 3
Ability 15 Val 2    := 1000
Ability 16 Type     := Change Population Happiness - System
Ability 16 Descr    := The presense of the Homeworld provides the system with a bonus to their happiness.
Ability 16 Val 1    := 4
Ability 16 Val 2    := 0
Ability 17 Type     := System Point Generation Modifier - Research
Ability 17 Descr    := 10% improved system research.
Ability 17 Val 1    := 10
Ability 17 Val 2    := 0
Ability 18 Type     := Reduced Maintenance Cost - System
Ability 18 Descr    := 25% reduced system maintenace cost.
Ability 18 Val 1    := 25
Ability 18 Val 2    := 0
Ability 19 Type     := Change Bad Event Chance - System
Ability 19 Descr    := 50% reduced bad event system chance .
Ability 19 Val 1    := -50
Ability 19 Val 2    := 0
Ability 20 Type     := Combat Modifier - System
Ability 20 Descr    := When fighting to defend their homewworld system, ships receive a 20% Combat bonus.
Ability 20 Val 1    := 20
Ability 20 Val 2    := 0

Name                := Depot I
Description         := 
Facility Group      := Storage
Facility Family     := 103
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 31525
Cost Organics       := 8532
Cost Radioactives   := 6879
Number of Tech Req  := 1
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 7
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := shield generation: 1000pts.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 5000 extra cargo spaces.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 50000 minerals for the Empire.
Ability 3 Val 1     := 50000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 50000 organics for the Empire.
Ability 4 Val 1     := 50000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 50000 radioactives for the Empire.
Ability 5 Val 1     := 50000
Ability 5 Val 2     := 0
Ability 6 Type      := Supply Generation
Ability 6 Descr     := Supply generator
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Quantum Reactor
Ability 7 Descr     := 
Ability 7 Val 1     := 1
Ability 7 Val 2     := 0

Name                := Depot II
Description         := 
Facility Group      := Storage
Facility Family     := 103
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 36400
Cost Organics       := 9750
Cost Radioactives   := 7692
Number of Tech Req  := 1
Tech Area Req 1     := Resupply
Tech Level Req 1    := 2
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 7
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Shields generation: 1000pts.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 5000 extra cargo spaces.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 75000 minerals for the Empire.
Ability 3 Val 1     := 75000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 75000 organics for the Empire.
Ability 4 Val 1     := 75000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 75000 radioactives for the Empire.
Ability 5 Val 1     := 75000
Ability 5 Val 2     := 0
Ability 6 Type      := Supply Generation
Ability 6 Descr     := resupply depot.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Quantum Reactor
Ability 7 Descr     := 
Ability 7 Val 1     := 1
Ability 7 Val 2     := 0

Name                := Depot III
Description         := 
Facility Group      := Storage
Facility Family     := 103
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 38025
Cost Organics       := 10157
Cost Radioactives   := 7963
Number of Tech Req  := 1
Tech Area Req 1     := Resupply
Tech Level Req 1    := 3
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 7
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := shields generation: 1000pts.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 5000 extra cargo spaces.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 100000 minerals for the Empire.
Ability 3 Val 1     := 100000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 100000 organics for the Empire.
Ability 4 Val 1     := 100000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 100000 radioactives for the Empire.
Ability 5 Val 1     := 50000
Ability 5 Val 2     := 0
Ability 6 Type      := Supply Generation
Ability 6 Descr     := resupply depot.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Quantum Reactor
Ability 7 Descr     := 
Ability 7 Val 1     := 1
Ability 7 Val 2     := 0

Name                := Mining Colony I
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 104
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6630
Cost Organics       := 1658
Cost Radioactives   := 1105
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 1250 shield generator.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 2000 minerals and 1500 rads each turn.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1500
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 25000 minerals for the Empire.
Ability 4 Val 1     := 25000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 25000 radioactives for the Empire.
Ability 5 Val 1     := 25000
Ability 5 Val 2     := 0
Ability 6 Type      := Mine Sweeping
Ability 6 Descr     := sweep one mine
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mining Colony II
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 104
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 8320
Cost Organics       := 2080
Cost Radioactives   := 1387
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 1250 shield points generation.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 3000 minerals and 2250 rads each turn.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2250
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 25000 minerals for the Empire.
Ability 4 Val 1     := 25000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 25000 radioactives for the Empire.
Ability 5 Val 1     := 25000
Ability 5 Val 2     := 0
Ability 6 Type      := Mine Sweeping
Ability 6 Descr     := sweep one mine.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mining Colony III
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 104
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 10010
Cost Organics       := 2503
Cost Radioactives   := 1669
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 3
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 1250 shield points generation.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 4000 minerals and 3000 rads each turn.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 3000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 25000 minerals for the Empire.
Ability 4 Val 1     := 25000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 25000 radioactives for the Empire.
Ability 5 Val 1     := 25000
Ability 5 Val 2     := 0
Ability 6 Type      := Mine Sweeping
Ability 6 Descr     := sweep one mine
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Aggressive Mining Colony I
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 105
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 8450
Cost Organics       := 2112
Cost Radioactives   := 1409
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Number of Abilities := 9
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 1250 shields points generation.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 3000 minerals and 2000 rads each turn.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 25000 minerals for the Empire.
Ability 4 Val 1     := 25000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 25000 radioactives for the Empire.
Ability 5 Val 1     := 25000
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Change Conditions
Ability 6 Descr     := The aggressive stripping of the planet will steadily decrease the planet's value.
Ability 6 Val 1     := -2
Ability 6 Val 2     := 0
Ability 7 Type      := Planet - Change Minerals Value
Ability 7 Descr     := Aggressive mining reduces mineral value of planet by 1% each year.
Ability 7 Val 1     := -1
Ability 7 Val 2     := 0
Ability 8 Type      := Planet - Change Radioactives Value
Ability 8 Descr     := Aggressive mining reduces radioactive value of planet by 1% each year.
Ability 8 Val 1     := -1
Ability 8 Val 2     := 0
Ability 9 Type      := Destroy Black Hole
Ability 9 Descr     := 
Ability 9 Val 1     := 1
Ability 9 Val 2     := 0

Name                := Aggressive Mining Colony II
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 105
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 11050
Cost Organics       := 2763
Cost Radioactives   := 1842
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 3
Number of Abilities := 9
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 1250 shield points generation.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 4500 minerals and 3000 rads each turn.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 3000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 25000 minerals for the Empire.
Ability 4 Val 1     := 25000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 25000 radioactives for the Empire.
Ability 5 Val 1     := 25000
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Change Conditions
Ability 6 Descr     := The aggressive stripping of the planet will steadily decrease the planet's value.
Ability 6 Val 1     := -3
Ability 6 Val 2     := 0
Ability 7 Type      := Planet - Change Minerals Value
Ability 7 Descr     := Aggressive mining reduces mineral value of planet by 2% each year.
Ability 7 Val 1     := -2
Ability 7 Val 2     := 0
Ability 8 Type      := Planet - Change Radioactives Value
Ability 8 Descr     := Aggressive mining reduces radioactive value of planet by 2% each year.
Ability 8 Val 1     := -2
Ability 8 Val 2     := 0
Ability 9 Type      := Destroy Black Hole
Ability 9 Descr     := 
Ability 9 Val 1     := 1
Ability 9 Val 2     := 0

Name                := Aggressive Mining Colony III
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 105
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 13650
Cost Organics       := 3412
Cost Radioactives   := 2275
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 4
Number of Abilities := 9
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 1250 shield points generation.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Nets 6000 minerals and 4000 rads each turn.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 4000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 25000 minerals for the Empire.
Ability 4 Val 1     := 25000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 25000 radioactives for the Empire.
Ability 5 Val 1     := 25000
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Change Conditions
Ability 6 Descr     := The aggressive stripping of the planet will steadily decrease the planet's value.
Ability 6 Val 1     := -4
Ability 6 Val 2     := 0
Ability 7 Type      := Planet - Change Minerals Value
Ability 7 Descr     := Aggressive mining reduces mineral value of planet by 3% each year.
Ability 7 Val 1     := -3
Ability 7 Val 2     := 0
Ability 8 Type      := Planet - Change Radioactives Value
Ability 8 Descr     := Aggressive mining reduces radioactive value of planet by 3% each year.
Ability 8 Val 1     := -3
Ability 8 Val 2     := 0
Ability 9 Type      := Destroy Black Hole
Ability 9 Descr     := 
Ability 9 Val 1     := 1
Ability 9 Val 2     := 0

Name                := Archaeological Site I
Description         := 
Facility Group      := Research
Facility Family     := 106
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 4875
Cost Organics       := 1219
Cost Radioactives   := 1788
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Shield generation 1000
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 500 research points each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet Point Generation Modifier - Research
Ability 3 Descr     := Increase all research on a planet by 5% (only 1 facility per planet effective).
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Star Destroyer
Ability 4 Descr     := stop star destroyer
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Archaeological Site II
Description         := 
Facility Group      := Research
Facility Family     := 106
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 9263
Cost Organics       := 2316
Cost Radioactives   := 3494
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := shield generation 1000.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 750 research points each turn.
Ability 2 Val 1     := 750
Ability 2 Val 2     := 0
Ability 3 Type      := Planet Point Generation Modifier - Research
Ability 3 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Star Destroyer
Ability 4 Descr     := stop star destroyer.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Archaeological Site III
Description         := 
Facility Group      := Research
Facility Family     := 106
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 13650
Cost Organics       := 3412
Cost Radioactives   := 5200
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 1000 shield generation.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 1000 research points each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet Point Generation Modifier - Research
Ability 3 Descr     := Increase all research on a planet by 15% (only 1 facility per planet effective).
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Star Destroyer
Ability 4 Descr     := stop star destroyer
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Military Outpost I
Description         := 
Facility Group      := Military
Facility Family     := 107
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 19175
Cost Organics       := 6094
Cost Radioactives   := 6577
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra cargo spaces and 5000 shields points.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Supply Generation
Ability 3 Descr     := resupply depot
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Training
Ability 4 Descr     := train ship (1 to 10) and fleet (system, 1 to 1)
Ability 4 Val 1     := 1
Ability 4 Val 2     := 10
Ability 5 Type      := Component Repair
Ability 5 Descr     := repair 2 comps.
Ability 5 Val 1     := 2
Ability 5 Val 2     := 0
Ability 6 Type      := Fleet Training - System
Ability 6 Descr     := 
Ability 6 Val 1     := 1
Ability 6 Val 2     := 1

Name                := Military Outpost II
Description         := 
Facility Group      := Military
Facility Family     := 107
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 21125
Cost Organics       := 6582
Cost Radioactives   := 6967
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra cargo spaces and 5000 shield points.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Supply Generation
Ability 3 Descr     := resupply depot.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Training
Ability 4 Descr     := train ship (1 to 15) and fleet (system, 1 to 1)
Ability 4 Val 1     := 1
Ability 4 Val 2     := 15
Ability 5 Type      := Component Repair
Ability 5 Descr     := repair 3 comps.
Ability 5 Val 1     := 3
Ability 5 Val 2     := 0
Ability 6 Type      := Fleet Training - System
Ability 6 Descr     := 
Ability 6 Val 1     := 1
Ability 6 Val 2     := 1

Name                := Military Outpost III
Description         := 
Facility Group      := Military
Facility Family     := 107
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 24700
Cost Organics       := 8125
Cost Radioactives   := 9252
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra cargo spaces and 5000 shield points.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Supply Generation
Ability 3 Descr     := Resupply depot.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Training
Ability 4 Descr     := train ship (1 to 20) and fleet (system, 1 to 1)
Ability 4 Val 1     := 1
Ability 4 Val 2     := 20
Ability 5 Type      := Component Repair
Ability 5 Descr     := repair 4 comps.
Ability 5 Val 1     := 4
Ability 5 Val 2     := 0
Ability 6 Type      := Fleet Training - System
Ability 6 Descr     := 
Ability 6 Val 1     := 1
Ability 6 Val 2     := 1

Name                := Advanced Military Outpost I
Description         := 
Facility Group      := Military
Facility Family     := 108
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 29900
Cost Organics       := 9425
Cost Radioactives   := 10119
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 9
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra cargo spaces and 5000 shield points..
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Supply Generation
Ability 3 Descr     := Resupply depot.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Space Yard
Ability 4 Descr     := Can construct with 1000 minerals per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 1000
Ability 5 Type      := Space Yard
Ability 5 Descr     := Can construct with 1000 organics per turn.
Ability 5 Val 1     := 2
Ability 5 Val 2     := 1000
Ability 6 Type      := Space Yard
Ability 6 Descr     := Can construct with 1000 radioactives per turn.
Ability 6 Val 1     := 3
Ability 6 Val 2     := 1000
Ability 7 Type      := Ship Training
Ability 7 Descr     := train ship (1 to 10) and fleet (system, 1 to 10)
Ability 7 Val 1     := 1
Ability 7 Val 2     := 10
Ability 8 Type      := Fleet Training - System
Ability 8 Descr     := 
Ability 8 Val 1     := 1
Ability 8 Val 2     := 10
Ability 9 Type      := Component Repair
Ability 9 Descr     := repair 2 comps.
Ability 9 Val 1     := 2
Ability 9 Val 2     := 0

Name                := Advanced Military Outpost II
Description         := 
Facility Group      := Military
Facility Family     := 108
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 38025
Cost Organics       := 12107
Cost Radioactives   := 13228
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 9
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra cargo spaces and 5000 shield points..
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Supply Generation
Ability 3 Descr     := Resupply depot.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Space Yard
Ability 4 Descr     := Can construct with 1500 minerals per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 1500
Ability 5 Type      := Space Yard
Ability 5 Descr     := Can construct with 1500 organics per turn.
Ability 5 Val 1     := 2
Ability 5 Val 2     := 1500
Ability 6 Type      := Space Yard
Ability 6 Descr     := Can construct with 1500 radioactives per turn.
Ability 6 Val 1     := 3
Ability 6 Val 2     := 1500
Ability 7 Type      := Ship Training
Ability 7 Descr     := train ship (1 to 15) and fleet (system, 1 to 15)
Ability 7 Val 1     := 1
Ability 7 Val 2     := 15
Ability 8 Type      := Fleet Training - System
Ability 8 Descr     := 
Ability 8 Val 1     := 1
Ability 8 Val 2     := 15
Ability 9 Type      := Component Repair
Ability 9 Descr     := repair 3 comps.
Ability 9 Val 1     := 3
Ability 9 Val 2     := 0

Name                := Advanced Military Outpost III
Description         := 
Facility Group      := Military
Facility Family     := 108
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 44525
Cost Organics       := 13732
Cost Radioactives   := 14442
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 9
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra cargo spaces and 5000 shield points.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Supply Generation
Ability 3 Descr     := resupply depot.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Space Yard
Ability 4 Descr     := Can construct with 2000 minerals per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 2000
Ability 5 Type      := Space Yard
Ability 5 Descr     := Can construct with 2000 organics per turn.
Ability 5 Val 1     := 2
Ability 5 Val 2     := 2000
Ability 6 Type      := Space Yard
Ability 6 Descr     := Can construct with 2000 radioactives per turn.
Ability 6 Val 1     := 3
Ability 6 Val 2     := 2000
Ability 7 Type      := Ship Training
Ability 7 Descr     := train ship (1 to 20) and fleet (system, 1 to 20)
Ability 7 Val 1     := 1
Ability 7 Val 2     := 20
Ability 8 Type      := Fleet Training - System
Ability 8 Descr     := 
Ability 8 Val 1     := 1
Ability 8 Val 2     := 20
Ability 9 Type     := Component Repair
Ability 9 Descr    := Repairs 4 components per turn.
Ability 9 Val 1    := 4
Ability 9 Val 2    := 0

Name                := Ship Yard I
Description         := 
Facility Group      := Ship Support
Facility Family     := 109
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 18200
Cost Organics       := 7150
Cost Radioactives   := 9534
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 shield points.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3000 minerals per turn.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3000 organics per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 3000
Ability 4 Type      := Space Yard
Ability 4 Descr     := Can construct with 3000 radioactives per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 3000
Ability 5 Type      := Component Repair
Ability 5 Descr     := Repairs 4 components per turn.
Ability 5 Val 1     := 4
Ability 5 Val 2     := 0
Ability 6 Type      := Stop Black Hole Creator
Ability 6 Descr     := stop black hole creator
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Ship Yard II
Description         := 
Facility Group      := Ship Support
Facility Family     := 109
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 24050
Cost Organics       := 8612
Cost Radioactives   := 10509
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 shield points.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4500 minerals per turn.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 4500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 4500 organics per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 4500
Ability 4 Type      := Space Yard
Ability 4 Descr     := Can construct with 4500 radioactives per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 4500
Ability 5 Type      := Component Repair
Ability 5 Descr     := Repairs 6 components per turn.
Ability 5 Val 1     := 6
Ability 5 Val 2     := 0
Ability 6 Type      := Stop Black Hole Creator
Ability 6 Descr     := stop black hole creator
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Ship Yard III
Description         := 
Facility Group      := Ship Support
Facility Family     := 109
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 29900
Cost Organics       := 10075
Cost Radioactives   := 11484
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 shield points.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 6000 minerals per turn.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 6000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 6000 organics per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 6000
Ability 4 Type      := Space Yard
Ability 4 Descr     := Can construct with 6000 radioactives per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 6000
Ability 5 Type      := Component Repair
Ability 5 Descr     := Repairs 8 components per turn.
Ability 5 Val 1     := 8
Ability 5 Val 2     := 0
Ability 6 Type      := Stop Black Hole Creator
Ability 6 Descr     := stop black hole creator
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Listening Post I
Description         := 
Facility Group      := Intelligence
Facility Family     := 110
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 6500
Cost Organics       := 1625
Cost Radioactives   := 1084
Number of Tech Req  := 2
Tech Area Req 1     := Sensors
Tech Level Req 1    := 1
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 500 intelligence points each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Allows scans of ships in system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := 10% reduce system bad intelligence chance.
Ability 4 Val 1     := -10
Ability 4 Val 2     := 0

Name                := Listening Post II
Description         := 
Facility Group      := Intelligence
Facility Family     := 110
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 7638
Cost Organics       := 1910
Cost Radioactives   := 1273
Number of Tech Req  := 2
Tech Area Req 1     := Sensors
Tech Level Req 1    := 1
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 750 intelligence points each turn.
Ability 2 Val 1     := 750
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Allows scans of ships in system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := 20% reduced system bad intelligence chance.
Ability 4 Val 1     := -20
Ability 4 Val 2     := 0

Name                := Listening Post III
Description         := 
Facility Group      := Intelligence
Facility Family     := 110
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 8775
Cost Organics       := 2194
Cost Radioactives   := 1463
Number of Tech Req  := 2
Tech Area Req 1     := Sensors
Tech Level Req 1    := 1
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 3
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 1000 intelligence points each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Allows scans of ships in system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := 30% reduced system bad intelligence chance.
Ability 4 Val 1     := -30
Ability 4 Val 2     := 0

Name                := Medical Center I
Description         := 
Facility Group      := Population Support
Facility Family     := 111
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 4875
Cost Organics       := 6419
Cost Radioactives   := 2112
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 5
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 100 research points each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := The presense of the Med Center provides the system with a bonus to their happiness and reproduction.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Plague Prevention - System
Ability 4 Descr     := Prevents level 1 plagues in this system.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Medical Center II
Description         := 
Facility Group      := Population Support
Facility Family     := 111
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 9263
Cost Organics       := 12716
Cost Radioactives   := 4144
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 5
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 150 research points each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := The presense of the Med Center provides the system with a bonus to their happiness and reproduction.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Plague Prevention - System
Ability 4 Descr     := Prevents level 2 plagues in this system.
Ability 4 Val 1     := 2
Ability 4 Val 2     := 0
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := 
Ability 5 Val 1     := 2
Ability 5 Val 2     := 0

Name                := Medical Center III
Description         := 
Facility Group      := Population Support
Facility Family     := 111
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 13650
Cost Organics       := 19012
Cost Radioactives   := 6175
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 5
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := The presense of the Med Center provides the system with a bonus to their happiness and reproduction.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0
Ability 4 Type      := Plague Prevention - System
Ability 4 Descr     := Prevents level 3 plagues in this system.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := 
Ability 5 Val 1     := 3
Ability 5 Val 2     := 0

Name                := Recycling Center I
Description         := 
Facility Group      := Miscellaneous
Facility Family     := 112
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 9100
Cost Organics       := 11375
Cost Radioactives   := 10617
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Reclamation
Ability 2 Descr     := Advanced recycling techniques allow a 40% resource reclamation on scrapped material.
Ability 2 Val 1     := 40
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Plant may be used to convert resources.
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0

Name                := Recycling Center II
Description         := 
Facility Group      := Miscellaneous
Facility Family     := 112
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 11050
Cost Organics       := 13812
Cost Radioactives   := 12892
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Reclamation
Ability 2 Descr     := Advanced recycling techniques allow a 50% resource reclamation on scrapped material.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Plant may be used to convert resources.
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Recycling Center III
Description         := 
Facility Group      := Miscellaneous
Facility Family     := 112
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 13000
Cost Organics       := 16250
Cost Radioactives   := 15167
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Reclamation
Ability 2 Descr     := Advanced recycling techniques allow a 60% resource reclamation on scrapped material.
Ability 2 Val 1     := 60
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Plant may be used to convert resources.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

Name                := Agricultural Colony I
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 4225
Cost Organics       := 1057
Cost Radioactives   := 704
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Colony Generates 2000 organics per turn.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 25000 organics for the Empire.
Ability 3 Val 1     := 25000
Ability 3 Val 2     := 0
Ability 4 Type      := Supply Storage
Ability 4 Descr     := resuplply depot.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Agricultural Colony II
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 5525
Cost Organics       := 1382
Cost Radioactives   := 922
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Colony Generates 3000 organics per turn.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 25000 organics for the Empire.
Ability 3 Val 1     := 25000
Ability 3 Val 2     := 0
Ability 4 Type      := Supply Storage
Ability 4 Descr     := resupply depot.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Agricultural Colony III
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 6825
Cost Organics       := 1707
Cost Radioactives   := 1138
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Colony Generates 4000 organics per turn.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 25000 organics for the Empire.
Ability 3 Val 1     := 25000
Ability 3 Val 2     := 0
Ability 4 Type      := Supply Storage
Ability 4 Descr     := resupply depot.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Educational Center I
Description         := 
Facility Group      := Research
Facility Family     := 114
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 12025
Cost Organics       := 3332
Cost Radioactives   := 3694
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 750 research points each turn.
Ability 2 Val 1     := 750
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ship crews will receive a 1% training bonus each turn up to 5% total.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 5
Ability 4 Type      := Ship Crew Quarters
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Educational Center II
Description         := 
Facility Group      := Research
Facility Family     := 114
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 21125
Cost Organics       := 5932
Cost Radioactives   := 6837
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 1000 research points each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ship crews will receive a 1% training bonus each turn up to 5% total.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 5
Ability 4 Type      := Ship Crew Quarters
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Educational Center III
Description         := 
Facility Group      := Research
Facility Family     := 114
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 30225
Cost Organics       := 8532
Cost Radioactives   := 9977
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 1250 research points each turn.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ship crews will receive a 1% training bonus each turn up to 5% total.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 5
Ability 4 Type      := Ship Crew Quarters
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Covert Ops Center I
Description         := 
Facility Group      := Intelligence
Facility Family     := 115
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 12025
Cost Organics       := 3332
Cost Radioactives   := 3694
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 500 intelligence points each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Life Support
Ability 3 Descr     := 
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Covert Ops Center II
Description         := 
Facility Group      := Intelligence
Facility Family     := 115
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 21125
Cost Organics       := 5932
Cost Radioactives   := 6837
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 750 intelligence points each turn.
Ability 2 Val 1     := 750
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Life Support
Ability 3 Descr     := 
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Covert Ops Center III
Description         := 
Facility Group      := Intelligence
Facility Family     := 115
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 30225
Cost Organics       := 8532
Cost Radioactives   := 9977
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 1000 intelligence points each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Life Support
Ability 3 Descr     := 
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Trading Port I
Description         := 
Facility Group      := Miscellaneous
Facility Family     := 102
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 9050
Cost Organics       := 2263
Cost Radioactives   := 1508
Number of Tech Req  := 2
Tech Area Req 1     := Industry
Tech Level Req 1    := 0
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 shield points.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Generates 50 minerals,50 orgs and 25 rads.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0
Ability 5 Type      := Spaceport
Ability 5 Descr     := Provides a small space port and trading post for the planet.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 500 extra cargo spaces.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1000 minerals for the Empire.
Ability 7 Val 1     := 1000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1000 organics for the Empire.
Ability 8 Val 1     := 1000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1000 radioactives for the Empire.
Ability 9 Val 1     := 1000
Ability 9 Val 2     := 0

Name                := Homeworld Stronghold I
Description         := 
Facility Group      := Hub
Facility Family     := 101
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 59900
Cost Organics       := 14975
Cost Radioactives   := 9983
Number of Tech Req  := 2
Tech Area Req 1     := B5 Nomadic Race
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 0
Number of Abilities := 17
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2000 shield points.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := generates 50 minerals, 50orgs and 25 rads.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 25 research points each turn.
Ability 5 Val 1     := 25
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 25 intelligence points each turn.
Ability 6 Val 1     := 25
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := is spaceport, resupply depot, 20% maintenace cost reductor.
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 2000 extra cargo spaces.
Ability 8 Val 1     := 2000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 25000 minerals for the Empire.
Ability 9 Val 1     := 25000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 25000 organics for the Empire.
Ability 10 Val 1    := 25000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 25000 radioactives for the Empire.
Ability 11 Val 1    := 25000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := 
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Reclamation
Ability 13 Descr    := 50 resource reclamation.
Ability 13 Val 1    := 50
Ability 13 Val 2    := 0
Ability 14 Type     := Change Bad Event Chance - System
Ability 14 Descr    := 30% reduced bad event system chance.
Ability 14 Val 1    := -30
Ability 14 Val 2    := 0
Ability 15 Type     := Change Population Happiness - System
Ability 15 Descr    := The presense of the Homeworld provides the system with a bonus to their happiness.
Ability 15 Val 1    := 1
Ability 15 Val 2    := 0
Ability 16 Type     := Reduced Maintenance Cost - System
Ability 16 Descr    := 
Ability 16 Val 1    := 20
Ability 16 Val 2    := 0
Ability 17 Type     := Combat Modifier - System
Ability 17 Descr    := When fighting to defend their homewworld system, ships receive a 25% Combat bonus.
Ability 17 Val 1    := 25
Ability 17 Val 2    := 0

Name                := Trading Port I
Description         := 
Facility Group      := Miscellaneous
Facility Family     := 102
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 18000
Cost Organics       := 4500
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := B5 Nomadic Race
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 0
Number of Abilities := 9
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Generates 100 mins, 100orgs and 50 rads.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 50
Ability 4 Val 2     := 0
Ability 5 Type      := Cargo Storage
Ability 5 Descr     := Provides 2000 extra cargo spaces.
Ability 5 Val 1     := 2000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Mineral
Ability 6 Descr     := Can store 25000 minerals for the Empire.
Ability 6 Val 1     := 25000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Organics
Ability 7 Descr     := Can store 25000 organics for the Empire.
Ability 7 Val 1     := 25000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Radioactives
Ability 8 Descr     := Can store 25000 radioactives for the Empire.
Ability 8 Val 1     := 25000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Conversion
Ability 9 Descr     := converts 25(%?) resources
Ability 9 Val 1     := 25
Ability 9 Val 2     := 0

Name                := Raider Stronghold I
Description         := 
Facility Group      := Hub
Facility Family     := 101
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 59900
Cost Organics       := 14975
Cost Radioactives   := 9983
Number of Tech Req  := 2
Tech Area Req 1     := Raiders Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 0
Number of Abilities := 17
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2000 shield points.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := nets 50 mins, 50 orgs and 25 rads
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 25 research points each turn.
Ability 5 Val 1     := 25
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 25 intelligence points each turn.
Ability 6 Val 1     := 25
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := spaceport and resupply depot
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 2000 extra cargo spaces.
Ability 8 Val 1     := 2000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 25000 minerals for the Empire.
Ability 9 Val 1     := 25000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 25000 organics for the Empire.
Ability 10 Val 1    := 25000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 25000 radioactives for the Empire.
Ability 11 Val 1    := 25000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := 
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Reclamation
Ability 13 Descr    := resource reclamation 50
Ability 13 Val 1    := 50
Ability 13 Val 2    := 0
Ability 14 Type     := Change Bad Event Chance - System
Ability 14 Descr    := 30% reduced system bad event chance
Ability 14 Val 1    := -30
Ability 14 Val 2    := 0
Ability 15 Type     := Change Population Happiness - System
Ability 15 Descr    := The presense of the Homeworld provides the system with a bonus to their happiness.
Ability 15 Val 1    := 1
Ability 15 Val 2    := 0
Ability 16 Type     := Reduced Maintenance Cost - System
Ability 16 Descr    := 20% reduced maintenace cost.
Ability 16 Val 1    := 20
Ability 16 Val 2    := 0
Ability 17 Type     := Combat Modifier - System
Ability 17 Descr    := When fighting to defend their homewworld system, ships receive a 25% Combat bonus.
Ability 17 Val 1    := 25
Ability 17 Val 2    := 0

Name                := Privateer Trading Port I
Description         := 
Facility Group      := Miscellaneous
Facility Family     := 102
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 18000
Cost Organics       := 4500
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Raiders Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 0
Number of Abilities := 9
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 100 shield points.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := nets 100 mins, 100 orgs and 50 rads
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 50
Ability 4 Val 2     := 0
Ability 5 Type      := Cargo Storage
Ability 5 Descr     := Provides 2000 extra cargo spaces.
Ability 5 Val 1     := 2000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Mineral
Ability 6 Descr     := Can store 25000 minerals for the Empire.
Ability 6 Val 1     := 25000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Organics
Ability 7 Descr     := Can store 25000 organics for the Empire.
Ability 7 Val 1     := 25000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Radioactives
Ability 8 Descr     := Can store 25000 radioactives for the Empire.
Ability 8 Val 1     := 25000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Conversion
Ability 9 Descr     := 25% resource conversion
Ability 9 Val 1     := 25
Ability 9 Val 2     := 0 

Name                := Settlement I
Description         := 
Facility Group      := Manufacturing
Facility Family     := 102
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 10400
Cost Organics       := 2600
Cost Radioactives   := 1733
Number of Tech Req  := 1
Tech Area Req 1     := B5 Nomadic Race
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 0
Number of Abilities := 9
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := nets 50 mins, 50 orgs and 25 rads.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 75 research points each turn.
Ability 5 Val 1     := 75
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 500 extra cargo spaces.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 25000 minerals for the Empire.
Ability 7 Val 1     := 25000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 25000 organics for the Empire.
Ability 8 Val 1     := 25000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 25000 radioactives for the Empire.
Ability 9 Val 1     := 25000
Ability 9 Val 2     := 0

Name                := Black Market
Description         := 
Facility Group      := Manufacturing
Facility Family     := 102
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 15475
Cost Organics       := 5869
Cost Radioactives   := 7579
Number of Tech Req  := 2
Tech Area Req 1     := Raiders Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 0
Number of Abilities := 11
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := nets 50 mins, 50 orgs and 25 rads.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 50 research points each turn.
Ability 5 Val 1     := 50
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 25 intelligence points each turn.
Ability 6 Val 1     := 25
Ability 6 Val 2     := 0
Ability 7 Type      := Cargo Storage
Ability 7 Descr     := Provides 500 extra cargo spaces.
Ability 7 Val 1     := 500
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Mineral
Ability 8 Descr     := Can store 25000 minerals for the Empire.
Ability 8 Val 1     := 25000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Organics
Ability 9 Descr     := Can store 25000 organics for the Empire.
Ability 9 Val 1     := 25000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Radioactives
Ability 10 Descr    := Can store 25000 radioactives for the Empire.
Ability 10 Val 1    := 25000
Ability 10 Val 2    := 0
Ability 11 Type     := Reduced Maintenance Cost - System
Ability 11 Descr    := 10% reduced maintenace cost.
Ability 11 Val 1    := 10
Ability 11 Val 2    := 0

Name                := Training Outpost
Description         := 
Facility Group      := Military
Facility Family     := 107
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 12300
Cost Organics       := 3075
Cost Radioactives   := 2330
Number of Tech Req  := 2
Tech Area Req 1     := B5 Nomadic Race
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2500 shield points.
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 500 extra cargo spaces.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := 1 to 7 ship and fleet training.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 7
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 7

Name                := Early Warning Post
Description         := 
Facility Group      := Intelligence
Facility Family     := 110
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 9075
Cost Organics       := 2269
Cost Radioactives   := 1513
Number of Tech Req  := 2
Tech Area Req 1     := Raiders Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 0
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 250 shield points.
Ability 1 Val 1     := 250
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 25 intelligence points each turn.
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := system long range scanner.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := 15% reduced bad intelligence system chance.
Ability 4 Val 1     := -15
Ability 4 Val 2     := 0

Name                := Nomadic Ship Yard
Description         := 
Facility Group      := Ship Support
Facility Family     := 109
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 22000
Cost Organics       := 9500
Cost Radioactives   := 13667
Number of Tech Req  := 2
Tech Area Req 1     := B5 Nomadic Race
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 0
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 minerals per turn.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 organics per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 2000
Ability 4 Type      := Space Yard
Ability 4 Descr     := Can construct with 2000 radioactives per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 2000
Ability 5 Type      := Component Repair
Ability 5 Descr     := Repairs 4 components per turn.
Ability 5 Val 1     := 4
Ability 5 Val 2     := 0
Ability 6 Type      := Stop Black Hole Creator
Ability 6 Descr     := stop black hole creator
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Raider Ship Yard
Description         := 
Facility Group      := Ship Support
Facility Family     := 109
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 19000
Cost Organics       := 8750
Cost Radioactives   := 13167
Number of Tech Req  := 2
Tech Area Req 1     := Raiders Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 0
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 minerals per turn.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 organics per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 1500
Ability 4 Type      := Space Yard
Ability 4 Descr     := Can construct with 1500 radioactives per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 1500
Ability 5 Type      := Component Repair
Ability 5 Descr     := Repairs 4 components per turn.
Ability 5 Val 1     := 4
Ability 5 Val 2     := 0
Ability 6 Type      := Stop Black Hole Creator
Ability 6 Descr     := stop black hole generator
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Ancient Homeworld Hub
Description         := 
Facility Group      := Hub
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 172500
Cost Organics       := 49125
Cost Radioactives   := 46250
Number of Tech Req  := 1
Tech Area Req 1     := B5 Ancients Technology
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 17
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 shield points.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := 
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 3000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 3000 minerals, 3000 orgs 1000 rads, 1000 research points and 2000 intelligence points each turn.
Ability 5 Val 1     := 1000
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := 
Ability 6 Val 1     := 2000
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := spaceport and resupply depot
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 5000 extra cargo spaces.
Ability 8 Val 1     := 5000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 50000 minerals for the Empire.
Ability 9 Val 1     := 50000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 50000 organics for the Empire.
Ability 10 Val 1    := 50000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 50000 radioactives for the Empire.
Ability 11 Val 1    := 50000
Ability 11 Val 2    := 0
Ability 12 Type     := Change Population Happiness - System
Ability 12 Descr    := The presense of the Homeworld provides the system with a bonus to their happiness.
Ability 12 Val 1    := 4
Ability 12 Val 2    := 0
Ability 13 Type     := System Point Generation Modifier - Research
Ability 13 Descr    := 10% improved system research.
Ability 13 Val 1    := 10
Ability 13 Val 2    := 0
Ability 14 Type     := Reduced Maintenance Cost - System
Ability 14 Descr    := 25% reduced maintenance cost.
Ability 14 Val 1    := 25
Ability 14 Val 2    := 0
Ability 15 Type     := Change Bad Event Chance - System
Ability 15 Descr    := half bad intellignece system chance.
Ability 15 Val 1    := -50
Ability 15 Val 2    := 0
Ability 16 Type     := Supply Generation
Ability 16 Descr    := 
Ability 16 Val 1    := 0
Ability 16 Val 2    := 0
Ability 17 Type     := Combat Modifier - System
Ability 17 Descr    := When fighting to defend their homewworld system, ships receive a 20% Combat bonus.
Ability 17 Val 1    := 20
Ability 17 Val 2    := 0

Name                := Ancient Depot
Description         := 
Facility Group      := Storage
Facility Family     := 103
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 58500
Cost Organics       := 15625
Cost Radioactives   := 12250
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Ancients Technology
Tech Level Req 2    := 1
Number of Abilities := 7
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 shield points.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 5000 extra cargo spaces.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 100000 minerals for the Empire.
Ability 3 Val 1     := 100000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 100000 organics for the Empire.
Ability 4 Val 1     := 100000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 100000 radioactives for the Empire.
Ability 5 Val 1     := 50000
Ability 5 Val 2     := 0
Ability 6 Type      := Supply Generation
Ability 6 Descr     := resupply depot.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Quantum Reactor
Ability 7 Descr     := 
Ability 7 Val 1     := 1
Ability 7 Val 2     := 0

Name                := Ancient Mining Colony
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 104
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 21000
Cost Organics       := 5250
Cost Radioactives   := 3500
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := B5 Ancients Technology
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1250 shield points.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Generates 6000 mins and 2000 rads.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 25000 minerals for the Empire.
Ability 4 Val 1     := 25000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 25000 radioactives for the Empire.
Ability 5 Val 1     := 25000
Ability 5 Val 2     := 0

Name                := Ancient Advanced Military Outpost
Description         := 
Facility Group      := Military
Facility Family     := 108
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 46500
Cost Organics       := 11625
Cost Radioactives   := 8550
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Ancients Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 shield points.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra cargo spaces.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Supply Generation
Ability 3 Descr     := resupply depot
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Training
Ability 4 Descr     := 1 to 20 ship and fleet training.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 20
Ability 5 Type      := Fleet Training
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 20

Name                := Ancient Ship Yard
Description         := 
Facility Group      := Ship Support
Facility Family     := 109
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 46000
Cost Organics       := 15500
Cost Radioactives   := 17667
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Ancients Technology
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 shield points.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 6000 minerals per turn.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 6000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 6000 organics per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 6000
Ability 4 Type      := Space Yard
Ability 4 Descr     := Can construct with 6000 radioactives per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 6000
Ability 5 Type      := Component Repair
Ability 5 Descr     := Repairs 8 components per turn.
Ability 5 Val 1     := 8
Ability 5 Val 2     := 0
Ability 6 Type      := Stop Black Hole Creator
Ability 6 Descr     := stop black hole creator
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Ancient Listening Post
Description         := 
Facility Group      := Intelligence
Facility Family     := 110
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 19500
Cost Organics       := 4875
Cost Radioactives   := 3250
Number of Tech Req  := 3
Tech Area Req 1     := Sensors
Tech Level Req 1    := 1
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 1
Tech Area Req 3     := B5 Ancients Technology
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 3000 intelligence points each turn.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := long range scanner
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := 30% reduced bad intelligence system chance
Ability 4 Val 1     := -30
Ability 4 Val 2     := 0

Name                := Ancient Medical Center
Description         := 
Facility Group      := Miscellaneous
Facility Family     := 111
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 6000
Cost Organics       := 13500
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Ancients Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 1000 research points each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Plague Prevention - System
Ability 3 Descr     := Prevents level 3 plagues in this system.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Ancient Agricultural Colony
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 14500
Cost Organics       := 3625
Cost Radioactives   := 2417
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Ancients Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Generates 6000 organics.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 25000 organics for the Empire.
Ability 3 Val 1     := 25000
Ability 3 Val 2     := 0

Name                := Ancient Educational Center
Description         := 
Facility Group      := Research
Facility Family     := 114
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 6000
Cost Organics       := 1500
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Ancients Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 500 shield points.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 2000 research points each turn.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0

Name                := Technomage Place of Power
Description         := 
Facility Group      := Hub
Facility Family     := 102
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 141000
Cost Organics       := 39250
Cost Radioactives   := 39500
Number of Tech Req  := 1
Tech Area Req 1     := Technomage Technology
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 17
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 shield points.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2000 extra cargo spaces.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 25000 minerals for the Empire.
Ability 3 Val 1     := 25000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 25000 organics for the Empire.
Ability 4 Val 1     := 25000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 25000 radioactives for the Empire.
Ability 5 Val 1     := 25000
Ability 5 Val 2     := 0
Ability 6 Type      := Change Population Happiness - System
Ability 6 Descr     := The presense of the Homeworld provides the system with a bonus to their happiness.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0
Ability 7 Type      := Planet Point Generation Modifier - Research
Ability 7 Descr     := Increase all research on a planet by 15% (only 1 facility per planet effective).
Ability 7 Val 1     := 50
Ability 7 Val 2     := 0
Ability 8 Type      := Long Range Scanner - System
Ability 8 Descr     := system long range scanner.
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Plague Prevention - System
Ability 9 Descr     := Prevents level 1 plagues in this system.
Ability 9 Val 1     := 1
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Reclamation
Ability 10 Descr    := 50% resource reclamation
Ability 10 Val 1    := 50
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Conversion
Ability 11 Descr    := 50% resource conversion
Ability 11 Val 1    := 50
Ability 11 Val 2    := 0
Ability 12 Type     := Change Bad Intelligence Chance - System
Ability 12 Descr    := 10% reduced bad intelligence system chance.
Ability 12 Val 1    := -10
Ability 12 Val 2    := 0
Ability 13 Type     := Change Bad Event Chance - System
Ability 13 Descr    := half bad event system chance.
Ability 13 Val 1    := -50
Ability 13 Val 2    := 0
Ability 14 Type     := Reduced Maintenance Cost - System
Ability 14 Descr    := 20% reduced maintenance cost.
Ability 14 Val 1    := 20
Ability 14 Val 2    := 0
Ability 15 Type     := Combat Modifier - System
Ability 15 Descr    := When fighting to defend their homewworld system, ships receive a 20% Combat bonus.
Ability 15 Val 1    := 20
Ability 15 Val 2    := 0
Ability 16 Type      := Spaceport
Ability 16 Descr     := spaceport
Ability 16 Val 1     := 0
Ability 16 Val 2     := 0
Ability 17 Type     := Change Population Happiness - System
Ability 17 Descr    := The presense of the Homeworld provides the system with a bonus to their happiness.
Ability 17 Val 1    := 1
Ability 17 Val 2    := 0

Name                := Acadamy I
Description         := Trains a ship's crew in one turn.
Facility Group      := Advanced Facilities
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 137
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Instantly trains a crew to 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 5

Name                := Acadamy II
Description         := Trains a ship's crew in one turn.
Facility Group      := Advanced Facilities
Facility Family     := 100
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 137
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Instantly trains a crew to 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 10

Name                := Acadamy III
Description         := Trains a ship's crew in one turn.
Facility Group      := Advanced Facilities
Facility Family     := 100
Roman Numeral       := 137
Restrictions        := None
Pic Num             := 137
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Instantly trains a crew to 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 15

Name                := Training Center I
Description         := Gradually trains a ship's crew. 
Facility Group      := Advanced Facilities
Facility Family     := 101
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 146
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Gradually trains a crew to 50%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 50

Name                := Training Center II
Description         := Gradually trains a ship's crew. 
Facility Group      := Advanced Facilities
Facility Family     := 101
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 146
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Gradually trains a crew to 50%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 50

Name                := Training Center III
Description         := Gradually trains a ship's crew. 
Facility Group      := Advanced Facilities
Facility Family     := 101
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 146
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Gradually trains a crew to 50%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 50

Name                := Command Center
Description         := Facility used as the main headquarters of an important system. Improves all resource collection and functions as a spaceport. Also increases combat effectiveness. Only one facility per system is effective.
Facility Group      := Advanced Facilities
Facility Family     := 102
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 103
Cost Minerals       := 20000
Cost Organics       := 10000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := Increase all research in a system by 50% (only 1 facility per system effective).
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := System Point Generation Modifier - Intelligence
Ability 3 Descr     := Increase all intelligence in a system by 50% (only 1 facility per system effective).
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier System - Minerals
Ability 4 Descr     := Increase mineral production for a system by 50% (only 1 facility per system effective).
Ability 4 Val 1     := 50
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier System - Organics
Ability 5 Descr     := Increase organic production for a system by 50% (only 1 facility per system effective).
Ability 5 Val 1     := 50
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Gen Modifier System - Radioactives
Ability 6 Descr     := Increase radioactive production for a system by 50% (only 1 facility per system effective).
Ability 6 Val 1     := 50
Ability 6 Val 2     := 0

Name                := Research Coordinator I
Description         := Increases system wide research efficiency. 
Facility Group      := Research
Facility Family     := 103
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Research Coordinator II
Description         := Increases system wide research efficiency. 
Facility Group      := Research
Facility Family     := 103
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 40% (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Research Coordinator III
Description         := Increases system wide research efficiency. 
Facility Group      := Research
Facility Family     := 103
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 50% (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Intelligence Coordinator I
Description         := Increases system wide intelligence efficiency. 
Facility Group      := Intelligence
Facility Family     := 104
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Coordinator II
Description         := Increases system wide intelligence efficiency. 
Facility Group      := Intelligence
Facility Family     := 104
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence in a system by 40% (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Intelligence Coordinator III
Description         := Increases system wide intelligence  efficiency. 
Facility Group      := Intelligence
Facility Family     := 104
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence  in a system by 50% (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Terraform Compound I
Description         := Large planetary modification system. Makes a planet habitable without the need of atmospheric control.  
Facility Group      := Advanced Facilities
Facility Family     := 105
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 148
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony in 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Terraform Compound II
Description         := Large planetary modification system. Makes a planet habitable without the need of atmospheric control.  
Facility Group      := Advanced Facilities
Facility Family     := 105
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 148
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony in 1.5 years.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Terraform Compound III
Description         := Large planetary modification system. Makes a planet habitable without the need of atmospheric control.  
Facility Group      := Advanced Facilities
Facility Family     := 105
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 148
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony in 1 year.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Planetary Stabilizer I
Description         := Stabilizes and refines the quality of the planet and it's atmosphere. 
Facility Group      := Advanced Facilities 
Facility Family     := 106
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 140
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 5% each year.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 5% each year.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 5% each year.
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Improves the conditions of the planet by 1% each year.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Planetary Stabilizer II
Description         := Stabilizes and refines the quality of the planet and it's atmosphere. 
Facility Group      := Advanced Facilities
Facility Family     := 106
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 140
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 10% each year.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 10% each year.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 10% each year.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Improves the conditions of the planet by 3% each year.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0

Name                := Planetary Stabilizer III
Description         := Stabilizes and refines the quality of the planet and it's atmosphere. 
Facility Group      := Advanced Facilities
Facility Family     := 106
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 140
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 15% each year.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 15% each year.
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 15% each year.
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := Improves the conditions of the planet by 5% each year.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Energy Transfer Station I
Description         := Powerful energy transmitter. Used to boost the shields of friendly starships in the system.
Facility Group      := Advanced Facilities
Facility Family     := 107
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 161
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 100 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0

Name                := Energy Transfer Station II
Description         := Powerful energy transmitter. Used to boost the shields of friendly starships in the system.
Facility Group      := Advanced Facilities
Facility Family     := 107
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 161
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 200 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Energy Transfer Station III
Description         := Powerful energy transmitter. Used to boost the shields of friendly starships in the system.
Facility Group      := Advanced Facilities
Facility Family     := 107
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 161
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 300 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Nanite Control Hub I
Description         := Installs and controls small nanites on all ships in this system to reduce their overall maintenance cost.
Facility Group      := Advanced Facilities
Facility Family     := 108
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Nanite Control Hub II
Description         := Installs and controls small nanites on all ships in this system to reduce their overall maintenance cost.
Facility Group      := Advanced Facilities
Facility Family     := 108
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Nanite Control Hub III
Description         := Installs and controls small nanites on all ships in this system to reduce their overall maintenance cost.
Facility Group      := Advanced Facilities
Facility Family     := 108
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 50% (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Planetary Shield Net I
Description         := Array of shield generators used to protect a planet from harm. 
Facility Group      := Advanced Facilities
Facility Family     := 109
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 126
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Planet Destroyer
Ability 2 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Planetary Shield Net II
Description         := Array of shield generators used to protect a planet from harm. 
Facility Group      := Advanced Facilities
Facility Family     := 109
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 126
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Planet Destroyer
Ability 2 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Planetary Shield Net III
Description         := Array of shield generators used to protect a planet from harm. 
Facility Group      := Advanced Facilities
Facility Family     := 109
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 126
Cost Minerals       := 30000
Cost Organics       := 0
Cost Radioactives   := 30000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 7000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 7000
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Planet Destroyer
Ability 2 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Recreational Center I
Description         := Facility that provides the entire system with forms of recreation.
Facility Group      := Population Support
Facility Family     := 110
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 110
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 5% faster (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Recreational Center II
Description         := Facility that provides the entire system with forms of recreation.
Facility Group      := Population Support
Facility Family     := 110
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 110
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 10% faster (only 1 facility per system effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Recreational Center III
Description         := Facility that provides the entire system with forms of recreation.
Facility Group      := Population Support
Facility Family     := 110
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 110
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 15% faster (only 1 facility per system effective).
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0

Name                := Mineral Construction Yard
Description         := Large construction facility which allows the construction of ships in space. Specializes in using minerals for construction.
Facility Group      := Space Yard
Facility Family     := 111
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Radioactive Construction Yard
Description         := Large construction facility which allows the construction of ships in space. Specializes in using radioactives for construction.
Facility Group      := Space Yard
Facility Family     := 112
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 129
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 5000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 5000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Organic Construction Yard
Description         := Large construction facility which allows the construction of ships in space. Specializes in using organics for construction.
Facility Group      := Space Yard
Facility Family     := 113
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 115
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 5000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 5000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Temporal Acceleration Yard
Description         := Large construction facility which allows the construction of ships in space. Uses construction bots in an increased time bubble.
Facility Group      := Space Yard
Facility Family     := 114
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 108
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 5
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 5000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 5000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 5000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 5000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 10 components per turn.
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0

Name                := Datacube Library
Description         := Data stored in advanced datacubes for quick access by scientists.
Facility Group      := Research
Facility Family     := 115
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 131
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 50% (only 1 facility per planet effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 5000 research points each turn.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0

Name                := Tactical Center I
Description         := Used to coordinate all combat situations in this system. 
Facility Group      := Advanced Facilities
Facility Family     := 116
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 186
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 15% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 15% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0

Name                := Tactical Center II
Description         := Used to coordinate all combat situations in this system. 
Facility Group      := Advanced Facilities
Facility Family     := 116
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 186
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 20% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 20% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := Tactical Center III
Description         := Used to coordinate all combat situations in this system. 
Facility Group      := Advanced Facilities
Facility Family     := 116
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 186
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 25% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 25% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0

Name                := Salvage Depot
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Advanced Facilities 
Facility Family     := 117
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 203
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Imaging Center
Description         := Uses quantum imaging to get accurate information about ships in this system.
Facility Group      := Advanced Facilities
Facility Family     := 118
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 100
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Facilities
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Propaganda Center I
Description         := Relentless propaganda drives citizens to increase production.
Facility Group      := Population Support
Facility Family     := 6600
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 283
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 2% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 2% (only 1 facility per planet effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 2% (only 1 facility per planet effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet Point Generation Modifier - Research
Ability 4 Descr     := Increase all research on a planet by 2% (only 1 facility per planet effective).
Ability 4 Val 1     := 2
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation on a planet by 2% (only 1 facility per planet effective).
Ability 5 Val 1     := 2
Ability 5 Val 2     := 0

Name                := Propaganda Center II
Description         := Relentless propaganda drives citizens to increase production.
Facility Group      := Population Support
Facility Family     := 6600
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 283
Cost Minerals       := 1500
Cost Organics       := 5000
Cost Radioactives   := 1500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 4% (only 1 facility per planet effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 4% (only 1 facility per planet effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 4% (only 1 facility per planet effective).
Ability 3 Val 1     := 4
Ability 3 Val 2     := 0
Ability 4 Type      := Planet Point Generation Modifier - Research
Ability 4 Descr     := Increase all research on a planet by 4% (only 1 facility per planet effective).
Ability 4 Val 1     := 4
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation on a planet by 4% (only 1 facility per planet effective).
Ability 5 Val 1     := 4
Ability 5 Val 2     := 0

Name                := Propaganda Center III
Description         := Relentless propaganda drives citizens to increase production.
Facility Group      := Population Support
Facility Family     := 6600
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 283
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 6% (only 1 facility per planet effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 6% (only 1 facility per planet effective).
Ability 2 Val 1     := 6
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 6% (only 1 facility per planet effective).
Ability 3 Val 1     := 6
Ability 3 Val 2     := 0
Ability 4 Type      := Planet Point Generation Modifier - Research
Ability 4 Descr     := Increase all research on a planet by 6% (only 1 facility per planet effective).
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation on a planet by 6% (only 1 facility per planet effective).
Ability 5 Val 1     := 6
Ability 5 Val 2     := 0

Name                := Secret Police Headquarters I
Description         := Brutal secret police root out dissidents and spies.
Facility Group      := Population Support
Facility Family     := 6700
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 283
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Decrease mineral production on a planet by 5% (only 1 facility per planet effective).
Ability 1 Val 1     := -5
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Decrease organic production on a planet by 5% (only 1 facility per planet effective).
Ability 2 Val 1     := -5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Decrease radioactive production on a planet by 5% (only 1 facility per planet effective).
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := Planet Point Generation Modifier - Research
Ability 4 Descr     := Decrease all research on a planet by 5% (only 1 facility per planet effective).
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation on a planet by 15% (only 1 facility per planet effective).
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0

Name                := Secret Police Headquarters II
Description         := Brutal secret police root out dissidents and spies.
Facility Group      := Population Support
Facility Family     := 6700
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 283
Cost Minerals       := 1500
Cost Organics       := 5000
Cost Radioactives   := 1500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Decrease mineral production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Decrease organic production on a planet by 10% (only 1 facility per planet effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Decrease radioactive production on a planet by 10% (only 1 facility per planet effective).
Ability 3 Val 1     := -10
Ability 3 Val 2     := 0
Ability 4 Type      := Planet Point Generation Modifier - Research
Ability 4 Descr     := Decrease all research on a planet by 10% (only 1 facility per planet effective).
Ability 4 Val 1     := -10
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 5 Val 1     := 30
Ability 5 Val 2     := 0

Name                := Secret Police Headquarters III
Description         := Brutal secret police root out dissidents and spies.
Facility Group      := Population Support
Facility Family     := 6700
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 283
Cost Minerals       := 1500
Cost Organics       := 5000
Cost Radioactives   := 1500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Decrease mineral production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := -15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Decrease organic production on a planet by 15% (only 1 facility per planet effective).
Ability 2 Val 1     := -15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Decrease radioactive production on a planet by 15% (only 1 facility per planet effective).
Ability 3 Val 1     := -15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet Point Generation Modifier - Research
Ability 4 Descr     := Decrease all research on a planet by 15% (only 1 facility per planet effective).
Ability 4 Val 1     := -15
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Point Generation Modifier - Intelligence
Ability 5 Descr     := Increase all intelligence generation on a planet by 50% (only 1 facility per planet effective).
Ability 5 Val 1     := 50
Ability 5 Val 2     := 0

Name                := Xeno Profiling Center I
Description         := Psycholgical analysis of the enemy allows exploitation of weaknesses.  
Facility Group      := Ship Support
Facility Family     := 6800
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Psychological Analysis
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 2% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Xeno Profiling Center II
Description         := Psycholgical analysis of the enemy allows exploitation of weaknesses.  
Facility Group      := Ship Support
Facility Family     := 6800
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 6000
Cost Organics       := 12000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Psychological Analysis
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Xeno Profiling Center III
Description         := Psycholgical analysis of the enemy allows exploitation of weaknesses.  
Facility Group      := Ship Support
Facility Family     := 6800
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 6000
Cost Organics       := 14000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Psychological Analysis
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 6% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Organic Generation Facility I
Description         := Organic growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 92
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 500
Cost Organics       := 4000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organic Engineering
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organic Generation Facility II
Description         := Organic growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 92
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 600
Cost Organics       := 4400
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organic Engineering
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 320 organics each turn.
Ability 1 Val 1     := 320
Ability 1 Val 2     := 0
Ability 2 Type      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organic Generation Facility III
Description         := Organic growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 92
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 700
Cost Organics       := 4800
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organic Engineering
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 340 organics each turn.
Ability 1 Val 1     := 340
Ability 1 Val 2     := 0
Ability 2 Type      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organic Generation Facility IV
Description         := Organic growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 92
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 800
Cost Organics       := 5200
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organic Engineering
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 360 organics each turn.
Ability 1 Val 1     := 360
Ability 1 Val 2     := 0
Ability 2 Type      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organic Generation Facility V
Description         := Organic growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 92
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 900
Cost Organics       := 5600
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organic Engineering
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 380 organics each turn.
Ability 1 Val 1     := 380
Ability 1 Val 2     := 0
Ability 2 Type      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organic Generation Facility VI
Description         := Organic growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 92
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 1000
Cost Organics       := 6000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organic Engineering
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Distribution Center I
Description         := Facility which processes all generated resources in its system and makes them available for the empire. Includes storage depots, as well.
Facility Group      := Resource Extraction
Facility Family     := 7
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 9000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Emergency Energy
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 2000 minerals for an empire.
Ability 3 Val 1     := 2000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 2000 organics for an empire.
Ability 4 Val 1     := 2000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 2000 radioactives for an empire.
Ability 5 Val 1     := 2000
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 600 extra unit spaces on a planet.
Ability 6 Val 1     := 600
Ability 6 Val 2     := 0

Name                := Distribution Center II
Description         := Facility which processes all generated resources in its system and makes them available for the empire. Includes storage depots, as well.
Facility Group      := Resource Extraction
Facility Family     := 7
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 9000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 6
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Emergency Energy
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 3000 minerals for an empire.
Ability 3 Val 1     := 3000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 3000 organics for an empire.
Ability 4 Val 1     := 3000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 3000 radioactives for an empire.
Ability 5 Val 1     := 3000
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 900 extra unit spaces on a planet.
Ability 6 Val 1     := 900
Ability 6 Val 2     := 0

Name                := Distribution Center III
Description         := Facility which processes all generated resources in its system and makes them available for the empire. Includes storage depots, as well.
Facility Group      := Resource Extraction
Facility Family     := 7
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 9000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Number of Abilities := 6
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Emergency Energy
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 4000 minerals for an empire.
Ability 3 Val 1     := 4000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 4000 organics for an empire.
Ability 4 Val 1     := 4000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 4000 radioactives for an empire.
Ability 5 Val 1     := 4000
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1200 extra unit spaces on a planet.
Ability 6 Val 1     := 1200
Ability 6 Val 2     := 0

Name                := Settlement (Rock)
Description         := The first stage of an organized self-sustaining colonial community. Development of techniques, skills and technology for survival, agriculture, engineering, transportation, local biology, and the myriad of other disciplines needed to begin developing a functional society in a unique alien environment. The first stages of local law and government.
Facility Group      := Cultural
Facility Family     := 160
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 83
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Rock Planet Colonization
Tech Level Req 1    := 1
Number of Abilities := 13
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 125 minerals, 50 orgs and 75 rads each turn.
Ability 1 Val 1     := 125
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 75
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Organics
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 200 extra cargo/deployment spaces.
Ability 9 Val 1     := 200
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 500 minerals for an empire.
Ability 11 Val 1    := 500 
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 500 organics for an empire.
Ability 12 Val 1    := 500 
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 500 radioactives for an empire.
Ability 13 Val 1    := 500 
Ability 13 Val 2    := 0

Name                := Settlement (Ice)
Description         := The first stage of an organized self-sustaining colonial community. Development of techniques, skills and technology for survival, agriculture, engineering, transportation, local biology, and the myriad of other disciplines needed to begin developing a functional society in a unique alien environment. The first stages of local law and government.
Facility Group      := Cultural
Facility Family     := 161
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 84
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Ice Planet Colonization
Tech Level Req 1    := 1
Number of Abilities := 13
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 125 minerals, 50 orgs and 75 rads each turn.
Ability 1 Val 1     := 125
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 75
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Organics
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 200 extra cargo/deployment spaces.
Ability 9 Val 1     := 200
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 500 minerals for an empire.
Ability 11 Val 1    := 500 
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 500 organics for an empire.
Ability 12 Val 1    := 500 
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 500 radioactives for an empire.
Ability 13 Val 1    := 500 
Ability 13 Val 2    := 0

Name                := Settlement (Gas)
Description         := The first stage of an organized self-sustaining colonial community. Development of techniques, skills and technology for survival, agriculture, engineering, transportation, local biology, and the myriad of other disciplines needed to begin developing a functional society in a unique alien environment. The first stages of local law and government.
Facility Group      := Cultural
Facility Family     := 162
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 85
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Gas Giant Colonization
Tech Level Req 1    := 1
Number of Abilities := 13
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 125 minerals, 50 orgs and 75 rads each turn.
Ability 1 Val 1     := 125
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 75
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Organics
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 200 extra cargo/deployment spaces.
Ability 9 Val 1     := 200
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 500 minerals for an empire.
Ability 11 Val 1    := 500 
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 500 organics for an empire.
Ability 12 Val 1    := 500 
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 500 radioactives for an empire.
Ability 13 Val 1    := 500 
Ability 13 Val 2    := 0

Name                := Colonial Community (Rock)
Description         := A settled community of colonists, including several developed settlements, established methods of sustainment in the new world's environment, and basic governmental and social development.
Facility Group      := Cultural
Facility Family     := 160
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 83
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Rock Planet Colonization
Tech Level Req 1    := 1
Number of Abilities := 13
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 150 minerals, 60 orgs and 90 rads each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 60
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 90
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates a small amount (25 points) of research
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Organics
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 400 extra cargo/deployment spaces.
Ability 9 Val 1     := 400
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 750 minerals for an empire.
Ability 11 Val 1    := 750
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 750 organics for an empire.
Ability 12 Val 1    := 750 
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 750 radioactives for an empire.
Ability 13 Val 1    := 750 
Ability 13 Val 2    := 0

Name                := Colonial Community (Ice)
Description         := A settled community of colonists, including several developed settlements, established methods of sustainment in the new world's environment, and basic governmental and social development.
Facility Group      := Cultural
Facility Family     := 161
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 84
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Ice Planet Colonization
Tech Level Req 1    := 1
Number of Abilities := 13
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 150 minerals, 60 orgs and 90 rads each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 60
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 90
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates a small amount (25 points) of research
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Organics
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 400 extra cargo/deployment spaces.
Ability 9 Val 1     := 400
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 750 minerals for an empire.
Ability 11 Val 1    := 750
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 750 organics for an empire.
Ability 12 Val 1    := 750 
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 750 radioactives for an empire.
Ability 13 Val 1    := 750 
Ability 13 Val 2    := 0

Name                := Colonial Community (Gas)
Description         := A settled community of colonists, including several developed settlements, established methods of sustainment in the new world's environment, and basic governmental and social development.
Facility Group      := Cultural
Facility Family     := 162
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 85
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Gas Giant Colonization
Tech Level Req 1    := 1
Number of Abilities := 13
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 150 minerals, 60 orgs and 90 rads each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 60
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 90
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates a small amount (25 points) of research
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Organics
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 400 extra cargo/deployment spaces.
Ability 9 Val 1     := 400
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 750 minerals for an empire.
Ability 11 Val 1    := 750
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 750 organics for an empire.
Ability 12 Val 1    := 750 
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 750 radioactives for an empire.
Ability 13 Val 1    := 750 
Ability 13 Val 2    := 0

Name                := Minor City
Description         := This facility represents a community centered around a small space-age city. This includes emerging cultural institutions such as local government, artistic groups, schools, civilian infrastructure, an urban community, and surrounding supporting communities of many sorts.
Facility Group      := Cultural
Facility Family     := 61
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 81
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 0
Number of Abilities := 13
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 175 minerals, 70 orgs and 100 rads each turn.
Ability 1 Val 1     := 175
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 70
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 50 research points each turn.
Ability 4 Val 1     := 50
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 5 intelligence points per turn.
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 200
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Organics
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 600 extra cargo/deployment spaces.
Ability 9 Val 1     := 600
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 1000 minerals for an empire.
Ability 11 Val 1    := 1000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 1000 organics for an empire.
Ability 12 Val 1    := 1000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 1000 radioactives for an empire.
Ability 13 Val 1    := 1000
Ability 13 Val 2    := 0

Name                := City
Description         := This facility represents an entire community centered around a space-age city. This includes cultural institutions such as local government, artistic groups, schools, civilian infrastructure, an urban community, and surrounding supporting communities of many sorts.
Facility Group      := Cultural
Facility Family     := 61
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 81
Cost Minerals       := 25000
Cost Organics       := 25000
Cost Radioactives   := 25000
Number of Tech Req  := 0
Number of Abilities := 13
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 200 minerals, 80 orgs and 125rads each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 80
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 125
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 100 research points each turn.
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 15 intelligence points per turn.
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 400
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Organics
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 800 extra cargo/deployment spaces.
Ability 9 Val 1     := 800
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 1% (only 1 facility per system effective).
Ability 10 Val 1    := 1
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 1500 minerals for an empire.
Ability 11 Val 1    := 1500
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 1500 organics for an empire.
Ability 12 Val 1    := 1500
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 1500 radioactives for an empire.
Ability 13 Val 1    := 1500
Ability 13 Val 2    := 0

Name                := Major City
Description         := This facility represents an entire community centered around a major space-age city. This includes developed cultural institutions such as local government, artistic groups, schools, established civilian infrastructure, a settled urban community, and surrounding supporting communities of many sorts.
Facility Group      := Cultural
Facility Family     := 61
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 81
Cost Minerals       := 40000
Cost Organics       := 40000
Cost Radioactives   := 40000
Number of Tech Req  := 0
Number of Abilities := 13
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 250 minerals, 100 orgs and 150 rads each turn.
Ability 1 Val 1     := 250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 150 research points each turn.
Ability 4 Val 1     := 150
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 30 intelligence points per turn.
Ability 5 Val 1     := 30
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Organics
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 1200 extra cargo/deployment spaces.
Ability 9 Val 1     := 1200
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 2% (only 1 facility per system effective).
Ability 10 Val 1    := 2
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 2000 minerals for an empire.
Ability 11 Val 1    := 2000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 2000 organics for an empire.
Ability 12 Val 1    := 2000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 2000 radioactives for an empire.
Ability 13 Val 1    := 2000
Ability 13 Val 2    := 0

Name                := Metropolis
Description         := A highly developed community typically oriented around a huge space-age city. Also several smaller cities, towns, rural communities and infrastructure to sustain it. Well-developed cultural institutions such as local government, artistic groups, schools, established civilian infrastructure, a settled urban community, and surrounding supporting communities of many sorts.
Facility Group      := Cultural
Facility Family     := 61
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 82
Cost Minerals       := 100000
Cost Organics       := 100000
Cost Radioactives   := 100000
Number of Tech Req  := 1
Tech Area Req 1     := Construction
Tech Level Req 1    := 1
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 500 minerals, 200 orgs and 300 rads each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 250 research points each turn.
Ability 4 Val 1     := 250
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 50 intelligence points per turn.
Ability 5 Val 1     := 50
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes a spaceport.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Phased Shield Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 750
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 2400 extra cargo/deployment spaces.
Ability 9 Val 1     := 2400
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 4% (only 1 facility per system effective).
Ability 10 Val 1    := 4
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Organics
Ability 11 Descr    :=  
Ability 11 Val 1    := 0
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    :=  
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Organics
Ability 13 Descr    :=  
Ability 13 Val 1    := 0
Ability 13 Val 2    := 0
Ability 14 Type     := Component Repair
Ability 14 Descr    := 
Ability 14 Val 1    := 0
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 5000 minerals for an empire.
Ability 15 Val 1    := 5000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 5000 organics for an empire.
Ability 16 Val 1    := 5000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 5000 radioactives for an empire.
Ability 17 Val 1    := 5000
Ability 17 Val 2    := 0

Name                := Megalopolis
Description         := A community probably centered around an enormous space-age city: sprawling, replete with high-tech facilities, and very vertical. It also represents an extensive degree of development of communities and infrastructure over a large area - practically a space-age nation unto itself.
Facility Group      := Cultural
Facility Family     := 61
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 82
Cost Minerals       := 250000
Cost Organics       := 250000
Cost Radioactives   := 250000
Number of Tech Req  := 2
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := Construction
Tech Level Req 2    := 2
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1000 minerals, 400 orgs and 600 rads each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 600
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 500 research points each turn.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 100 intelligence points per turn.
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Phased Shield Generation
Ability 8 Descr     := 1000
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 5000 extra cargo/deployment spaces.
Ability 9 Val 1     := 5000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 6% (only 1 facility per system effective).
Ability 10 Val 1    := 6
Ability 10 Val 2    := 0
Ability 11 Type     := Component Repair
Ability 11 Descr    :=  
Ability 11 Val 1    := 0
Ability 11 Val 2    := 0
Ability 12 Type     := Component Repair
Ability 12 Descr    :=  
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Component Repair
Ability 13 Descr    :=  
Ability 13 Val 1    := 0
Ability 13 Val 2    := 0
Ability 14 Type     := Component Repair
Ability 14 Descr    := 
Ability 14 Val 1    := 0
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 10000 minerals for an empire.
Ability 15 Val 1    := 10000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 10000 organics for an empire.
Ability 16 Val 1    := 10000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 10000 radioactives for an empire.
Ability 17 Val 1    := 10000
Ability 17 Val 2    := 0

Name                := Arcology
Description         := An enormous vertical community, including artificial elevated landscapes, power, resource, and food generation, all designed for great economy of space. A union of architecture and ecology. A wonder of space-age architecture, community design, and all aspects of engineering. Includes a complete highly advanced society and everything needed to sustain it.
Facility Group      := Cultural
Facility Family     := 62
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 82
Cost Minerals       := 350000
Cost Organics       := 350000
Cost Radioactives   := 350000
Number of Tech Req  := 2
Tech Area Req 1     := Industry
Tech Level Req 1    := 3
Tech Area Req 2     := Construction
Tech Level Req 2    := 4
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1400 minerals, 500 orgs and 800 rads each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 750 research points each turn.
Ability 4 Val 1     := 750
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 150 intelligence points per turn.
Ability 5 Val 1     := 150
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Phased Shield Generation
Ability 8 Descr     := 
Ability 8 Val 1     := 1000
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 6000 extra cargo/deployment spaces.
Ability 9 Val 1     := 6000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 7% (only 1 facility per system effective).
Ability 10 Val 1    := 7
Ability 10 Val 2    := 0
Ability 11 Type     := Component Repair
Ability 11 Descr    :=  
Ability 11 Val 1    := 0
Ability 11 Val 2    := 0
Ability 12 Type     := Component Repair
Ability 12 Descr    :=  
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Component Repair
Ability 13 Descr    :=  
Ability 13 Val 1    := 0
Ability 13 Val 2    := 0
Ability 14 Type     := Component Repair
Ability 14 Descr    := 
Ability 14 Val 1    := 0
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 12000 minerals for an empire.
Ability 15 Val 1    := 12000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 12000 organics for an empire.
Ability 16 Val 1    := 12000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 12000 radioactives for an empire.
Ability 17 Val 1    := 12000
Ability 17 Val 2    := 0

Name                := Colony World Cultural Center
Description         := An entire new civilization developed on a colony world, roughly continental in size, including hundreds of cities and towns, parks, infrastructure, arts, religions, sciences, industry, traditions, etc.
Facility Group      := Cultural
Facility Family     := 54
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 2400000
Cost Organics       := 2400000
Cost Radioactives   := 2400000
Number of Tech Req  := 0
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 2000 minerals, 500 orgs and 1000 rads each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1000 research points each turn.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 300 intelligence points per turn.
Ability 5 Val 1     := 300
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Improves the happiness of the populations who live in this system.
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 12000 extra cargo/deployment spaces.
Ability 9 Val 1     := 12000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 10 Val 1    := 10
Ability 10 Val 2    := 0
Ability 11 Type     := Phased Shield Generation
Ability 11 Descr    :=  
Ability 11 Val 1    := 1000
Ability 11 Val 2    := 0
Ability 12 Type     := Component Repair
Ability 12 Descr    :=  
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Component Repair
Ability 13 Descr    :=  
Ability 13 Val 1    := 0
Ability 13 Val 2    := 0
Ability 14 Type     := Component Repair
Ability 14 Descr    := Can repair +1 component per turn.
Ability 14 Val 1    := 1
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 100000 minerals for an empire.
Ability 15 Val 1    := 100000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 50000 organics for an empire.
Ability 16 Val 1    := 50000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 40000 radioactives for an empire.
Ability 17 Val 1    := 40000
Ability 17 Val 2    := 0

Name                := Cultural Center
Description         := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, arts, religions, sciences, industry, etc.
Facility Group      := Cultural
Facility Family     := 54
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 2400000
Cost Organics       := 2400000
Cost Radioactives   := 2400000
Number of Tech Req  := 0
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 2000 minerals, 500 orgs and 1000 rads each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1000 research points each turn.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 300 intelligence points per turn.
Ability 5 Val 1     := 300
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Improves the happiness of the populations who live in this system.
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 12000 extra cargo/deployment spaces.
Ability 9 Val 1     := 12000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 10 Val 1    := 10
Ability 10 Val 2    := 0
Ability 11 Type     := Phased Shield Generation
Ability 11 Descr    := 
Ability 11 Val 1    := 1000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := 
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Change Bad Event Chance - System
Ability 13 Descr    := 
Ability 13 Val 1    := -10
Ability 13 Val 2    := 0
Ability 14 Type     := Component Repair
Ability 14 Descr    := Can repair +1 component per turn.
Ability 14 Val 1    := 1
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 100000 minerals for an empire.
Ability 15 Val 1    := 100000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 50000 organics for an empire.
Ability 16 Val 1    := 50000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 40000 radioactives for an empire.
Ability 17 Val 1    := 40000
Ability 17 Val 2    := 0

Name                := Solar Power Plant I
Description         := Massive solar collectors which generate power.
Facility Group      := Resource Extraction
Facility Family     := 59
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Harnessing
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 100 radioactives per star each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0

Name                := Solar Power Plant II
Description         := Massive solar collectors which generate power.
Facility Group      := Resource Extraction
Facility Family     := 59
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 1100
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Harnessing
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 125 radioactives per star each turn.
Ability 1 Val 1     := 125
Ability 1 Val 2     := 0

Name                := Solar Power Plant III
Description         := Massive solar collectors which generate power.
Facility Group      := Resource Extraction
Facility Family     := 59
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 1200
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Harnessing
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 150 radioactives per star each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0

Name                := Psychic Intelligence Center I
Description         := Large intelligence gathering organization that employs specialized psychic agents and technology. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 230 intelligence points each turn.
Ability 1 Val 1     := 230
Ability 1 Val 2     := 0
Ability 2 Type      := Multiplex Tracking
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Psychic Intelligence Center II
Description         := Large intelligence gathering organization that employs specialized psychic agents and technology. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 3500
Cost Organics       := 1500
Cost Radioactives   := 750
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 275 intelligence points each turn.
Ability 1 Val 1     := 275
Ability 1 Val 2     := 0
Ability 2 Type      := Multiplex Tracking
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Psychic Intelligence Center III
Description         := Large intelligence gathering organization that employs specialized psychic agents and technology. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 5000
Cost Organics       := 2500
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 3
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 365 intelligence points each turn.
Ability 1 Val 1     := 365
Ability 1 Val 2     := 0
Ability 2 Type      := Multiplex Tracking
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Large Planetary Shield Generator
Description         := Large shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 20000
Cost Organics       := 5000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Shield Generation
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 10000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Massive Mineral Miner Facility
Description         := Massive scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Massive Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1600 minerals each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0

Name                := Massive Organics Farm Facility
Description         := Massive biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Massive Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1600 organics each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0

Name                := Massive Radioactives Extraction Facility
Description         := Massive fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Massive Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1600 radioactives each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0

Name                := Ultra Monolith Facility
Description         := For AI only (Player must scrap!!!) -- Mega mineral universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 20
Restrictions        := None
Pic Num             := 29
Cost Minerals       := 500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ultra Extraction
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines minerals each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0

Name                := Warp - space Mineral Resource Storage
Description         := Large warehouses which store unused resources in warp-space for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 20
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Warp-space Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 100000 minerals for an empire.
Ability 1 Val 1     := 100000
Ability 1 Val 2     := 0

Name                := Warp - space Organic Resource Storage
Description         := Large warehouses which store unused resources in warp-space for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 20
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Warp-space Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 100000 organics for an empire.
Ability 1 Val 1     := 100000
Ability 1 Val 2     := 0

Name                := Warp - space Radioactive Resource Storage
Description         := Large warehouses which store unused resources in warp-space for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 20
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Warp-space Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 100000 radioactives for an empire.
Ability 1 Val 1     := 100000
Ability 1 Val 2     := 0

Name                := Warp - space Cargo Facility
Description         := Large warehouses which store extra cargo in warp-space for a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 20
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Warp-space Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 10000 extra unit spaces on a planet.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Ultra Space Yard Facility I
Description         := For AI only (Player must scrap!!!) -- Gives extra bonuses in addition to acting like a normal space yard.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 11
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Ultra Space Yard Bonuses
Tech Level Req 2    := 1
Number of Abilities := 7
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 10 components per turn.
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := Supply Generation
Ability 5 Descr     := Can generate unlimited supplies each turn for ships.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides extra unit spaces on a planet.
Ability 6 Val 1     := 100000
Ability 6 Val 2     := 0
Ability 7 Type      := Change Population - System
Ability 7 Descr     := Populations in this system will increase by a fixed amount per turn (only 1 facility per system effective).
Ability 7 Val 1     := 50
Ability 7 Val 2     := 0

Name                := Ultra Space Yard Facility II
Description         := For AI only (Player must scrap!!!) -- Gives extra bonuses in addition to acting like a normal space yard.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 12
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Ultra Space Yard Bonuses
Tech Level Req 2    := 1
Number of Abilities := 7
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 20 components per turn.
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0
Ability 5 Type      := Supply Generation
Ability 5 Descr     := Can generate unlimited supplies each turn for ships.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides extra unit spaces on a planet.
Ability 6 Val 1     := 100000
Ability 6 Val 2     := 0
Ability 7 Type      := Change Population - System
Ability 7 Descr     := Populations in this system will increase by a fixed amount per turn (only 1 facility per system effective).
Ability 7 Val 1     := 50
Ability 7 Val 2     := 0

Name                := Ultra Space Yard Facility III
Description         := For AI only (Player must scrap!!!) -- Gives extra bonuses in addition to acting like a normal space yard.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 13
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Ultra Space Yard Bonuses
Tech Level Req 2    := 1
Number of Abilities := 7
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 30 components per turn.
Ability 4 Val 1     := 30
Ability 4 Val 2     := 0
Ability 5 Type      := Supply Generation
Ability 5 Descr     := Can generate unlimited supplies each turn for ships.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides extra unit spaces on a planet.
Ability 6 Val 1     := 100000
Ability 6 Val 2     := 0
Ability 7 Type      := Change Population - System
Ability 7 Descr     := Populations in this system will increase by a fixed amount per turn (only 1 facility per system effective).
Ability 7 Val 1     := 50
Ability 7 Val 2     := 0

Name                := Planetary Stabilization Facility
Description         := Facility that prevents planet destroying weapons by creating a powerful gravitational field that acts as a buffer against any sudden changes in the planet. 
Facility Group      := Shields
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Stabilization
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Stabilization Facility
Description         := Facility that prevents stellar manipulations in the entire system by creating a powerful gravitational field that acts as a buffer against any sudden changes in the system.
Facility Group      := Shields
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Stabilization
Tech Level Req 1    := 2
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Planetary Defense Base I
Description         := Planetary defense bases provide space for weapons platforms and shield protection for the entire planet. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 10000
Cost Organics       := 2500
Cost Radioactives   := 10000
Number of Tech Req  := 3
Tech Area Req 1     := Shields
Tech Level Req 1    := 5
Tech Area Req 2     := Cargo
Tech Level Req 2    := 1
Tech Area Req 3     := Weapon Platforms
Tech Level Req 3    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Planetary Defense Base II
Description         := Planetary defense bases provide space for weapons platforms and shield protection for the entire planet. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 15000
Cost Organics       := 2500
Cost Radioactives   := 15000
Number of Tech Req  := 3
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Cargo
Tech Level Req 2    := 2
Tech Area Req 3     := Weapon Platforms
Tech Level Req 3    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0

Name                := Planetary Defense Base III
Description         := Planetary defense bases provide space for weapons platforms and shield protection for the entire planet. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 20000
Cost Organics       := 2500
Cost Radioactives   := 20000
Number of Tech Req  := 3
Tech Area Req 1     := Shields
Tech Level Req 1    := 10
Tech Area Req 2     := Cargo
Tech Level Req 2    := 3
Tech Area Req 3     := Weapon Platforms
Tech Level Req 3    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 4000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0

Name                := Energy Defense Base I
Description         := Energy defense bases provide space for weapons platforms and shield protection for the entire planet. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 15000
Cost Organics       := 2500
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Barrier Fields
Tech Level Req 1    := 5
Tech Area Req 2     := Cargo
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2500 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Energy Defense Base II
Description         := Energy defense bases provide space for weapons platforms and shield protection for the entire planet. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 17500
Cost Organics       := 2500
Cost Radioactives   := 17500
Number of Tech Req  := 2
Tech Area Req 1     := Barrier Fields
Tech Level Req 1    := 7
Tech Area Req 2     := Cargo
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 3500 pts of shielding for the planet during combat.
Ability 1 Val 1     := 3500
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0

Name                := Energy Defense Base III
Description         := Energy defense bases provide space for weapons platforms and shield protection for the entire planet. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 20000
Cost Organics       := 2500
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Barrier Fields
Tech Level Req 1    := 10
Tech Area Req 2     := Cargo
Tech Level Req 2    := 3
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0

Name                := Ultra Temporal Space Yard I
Description         := For AI only (Player must scrap!!!) -- Gives extra bonuses in addition to acting like a normal temporal space yard.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 16
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 4
Tech Area Req 2     := Ultra Space Yard Bonuses
Tech Level Req 2    := 1
Number of Abilities := 7
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 15 components per turn.
Ability 4 Val 1     := 15
Ability 4 Val 2     := 0
Ability 5 Type      := Supply Generation
Ability 5 Descr     := Can generate unlimited supplies each turn for ships.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides extra unit spaces on a planet.
Ability 6 Val 1     := 100000
Ability 6 Val 2     := 0
Ability 7 Type      := Change Population - System
Ability 7 Descr     := Populations in this system will increase by a fixed amount per turn (only 1 facility per system effective).
Ability 7 Val 1     := 50
Ability 7 Val 2     := 0

Name                := Ultra Temporal Space Yard II
Description         := For AI only (Player must scrap!!!) -- Gives extra bonuses in addition to acting like a normal temporal space yard.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 17
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 17500
Cost Organics       := 7500
Cost Radioactives   := 17500
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Ultra Space Yard Bonuses
Tech Level Req 2    := 1
Number of Abilities := 7
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 4000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 4000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 20 components per turn.
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0
Ability 5 Type      := Supply Generation
Ability 5 Descr     := Can generate unlimited supplies each turn for ships.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides extra unit spaces on a planet.
Ability 6 Val 1     := 100000
Ability 6 Val 2     := 0
Ability 7 Type      := Change Population - System
Ability 7 Descr     := Populations in this system will increase by a fixed amount per turn (only 1 facility per system effective).
Ability 7 Val 1     := 50
Ability 7 Val 2     := 0

Name                := Ultra Temporal Space Yard III
Description         := For AI only (Player must scrap!!!) -- Gives extra bonuses in addition to acting like a normal temporal space yard.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 18
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 10000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Ultra Space Yard Bonuses
Tech Level Req 2    := 1
Number of Abilities := 7
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 4500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 4500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 25 components per turn.
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0
Ability 5 Type      := Supply Generation
Ability 5 Descr     := Can generate unlimited supplies each turn for ships.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides extra unit spaces on a planet.
Ability 6 Val 1     := 100000
Ability 6 Val 2     := 0
Ability 7 Type      := Change Population - System
Ability 7 Descr     := Populations in this system will increase by a fixed amount per turn (only 1 facility per system effective).
Ability 7 Val 1     := 50
Ability 7 Val 2     := 0

Name                := Advanced Restructuring Plant
Description         := Facility which enhances vehicle hulls using mysterious methods.
Facility Group      := Crystalline
Facility Family     := 52
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Restructuring Plant
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 50% (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Massive Planetary Defense Base
Description         := Massive planetary defense bases provide lots of space for weapons platforms and shield protection for the entire planet.
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 40000
Cost Organics       := 2500
Cost Radioactives   := 40000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Bases
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 7500 pts of shielding for the planet during combat.
Ability 1 Val 1     := 7500
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0

Name                  := Planetary Shield Generator I
Description           := Shield generators which protect an entire planet during combat.
Facility Group        := Shields
Facility Family       := 183
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 183
Cost Minerals         := 15000
Cost Organics         := 500
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 1
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 2000 pts of shielding for the planet during combat.
Ability 1 Val 1       := 2000
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0

Name                  := Planetary Shield Generator II
Description           := Shield generators which protect an entire planet during combat.
Facility Group        := Shields
Facility Family       := 183
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 183
Cost Minerals         := 16125
Cost Organics         := 500
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 7250 pts of shielding for the planet during combat.
Ability 1 Val 1       := 7250
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0

Name                  := Planetary Shield Generator III
Description           := Shield generators which protect an entire planet during combat.
Facility Group        := Shields
Facility Family       := 183
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 183
Cost Minerals         := 17250
Cost Organics         := 500
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 12750 pts of shielding for the planet during combat.
Ability 1 Val 1       := 12750
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0

Name                  := Planetary Shield Generator IV
Description           := Shield generators which protect an entire planet during combat.
Facility Group        := Shields
Facility Family       := 183
Roman Numeral         := 4
Restrictions          := None
Pic Num               := 183
Cost Minerals         := 18375
Cost Organics         := 500
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 18000 pts of shielding for the planet during combat.
Ability 1 Val 1       := 18000
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0

Name                  := Planetary Shield Generator V
Description           := Shield generators which protect an entire planet during combat.
Facility Group        := Shields
Facility Family       := 183
Roman Numeral         := 5
Restrictions          := None
Pic Num               := 183
Cost Minerals         := 19500
Cost Organics         := 500
Cost Radioactives     := 5000
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 23250 pts of shielding for the planet during combat.
Ability 1 Val 1       := 23250
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0

Name                  := Planetary Shield Generator VI
Description           := Shield generators which protect an entire planet during combat.
Facility Group        := Shields
Facility Family       := 183
Roman Numeral         := 6
Restrictions          := None
Pic Num               := 183
Cost Minerals         := 20500
Cost Organics         := 500
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 28750 pts of shielding for the planet during combat.
Ability 1 Val 1       := 28750
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0

Name                  := Planetary Shield Generator VII
Description           := Shield generators which protect an entire planet during combat.
Facility Group        := Shields
Facility Family       := 183
Roman Numeral         := 7
Restrictions          := None
Pic Num               := 183
Cost Minerals         := 21625
Cost Organics         := 500
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 34000 pts of shielding for the planet during combat.
Ability 1 Val 1       := 34000
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0

Name                  := Planetary Shield Generator VIII
Description           := Shield generators which protect an entire planet during combat.
Facility Group        := Shields
Facility Family       := 183
Roman Numeral         := 8
Restrictions          := None
Pic Num               := 183
Cost Minerals         := 22750
Cost Organics         := 500
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 39250 pts of shielding for the planet during combat.
Ability 1 Val 1       := 39250
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0

Name                  := Planetary Shield Generator IX
Description           := Shield generators which protect an entire planet during combat.
Facility Group        := Shields
Facility Family       := 183
Roman Numeral         := 9
Restrictions          := None
Pic Num               := 183
Cost Minerals         := 23875
Cost Organics         := 500
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 9
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 44750 pts of shielding for the planet during combat.
Ability 1 Val 1       := 44750
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0

Name                  := Planetary Shield Generator X
Description           := Shield generators which protect an entire planet during combat.
Facility Group        := Shields
Facility Family       := 183
Roman Numeral         := 10
Restrictions          := None
Pic Num               := 183
Cost Minerals         := 25000
Cost Organics         := 500
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 10
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 50000 pts of shielding for the planet during combat.
Ability 1 Val 1       := 50000
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0

Name                  := Projective Planetary Shields I
Description           := Shield generators which protect an entire planet, and project additional shielding to ships in the system.
Facility Group        := Shields
Facility Family       := 184
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 184
Cost Minerals         := 24625
Cost Organics         := 600
Cost Radioactives     := 6000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 25875 pts of shielding for the planet during combat.
Ability 1 Val 1       := 25875
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Modifier - System
Ability 3 Descr       := Increases the shield strength of all ships in the system by 30 shield points (only 1 facility per system effective).
Ability 3 Val 1       := 30
Ability 3 Val 2       := 0

Name                  := Projective Planetary Shields II
Description           := Shield generators which protect an entire planet, and project additional shielding to ships in the system.
Facility Group        := Shields
Facility Family       := 184
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 184
Cost Minerals         := 26000
Cost Organics         := 600
Cost Radioactives     := 6000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 30600 pts of shielding for the planet during combat.
Ability 1 Val 1       := 30600
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Modifier - System
Ability 3 Descr       := Increases the shield strength of all ships in the system by 100 shield points (only 1 facility per system effective).
Ability 3 Val 1       := 100
Ability 3 Val 2       := 0

Name                  := Projective Planetary Shields III
Description           := Shield generators which protect an entire planet, and project additional shielding to ships in the system.
Facility Group        := Shields
Facility Family       := 184
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 184
Cost Minerals         := 27375
Cost Organics         := 600
Cost Radioactives     := 6000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 35325 pts of shielding for the planet during combat.
Ability 1 Val 1       := 35325
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Modifier - System
Ability 3 Descr       := Increases the shield strength of all ships in the system by 165 shield points (only 1 facility per system effective).
Ability 3 Val 1       := 165
Ability 3 Val 2       := 0

Name                  := Projective Planetary Shields IV
Description           := Shield generators which protect an entire planet, and project additional shielding to ships in the system.
Facility Group        := Shields
Facility Family       := 184
Roman Numeral         := 4
Restrictions          := None
Pic Num               := 184
Cost Minerals         := 28625
Cost Organics         := 600
Cost Radioactives     := 6000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 9
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 40275 pts of shielding for the planet during combat.
Ability 1 Val 1       := 40275
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Modifier - System
Ability 3 Descr       := Increases the shield strength of all ships in the system by 230 shield points (only 1 facility per system effective).
Ability 3 Val 1       := 230
Ability 3 Val 2       := 0

Name                  := Projective Planetary Shields V
Description           := Shield generators which protect an entire planet, and project additional shielding to ships in the system.
Facility Group        := Shields
Facility Family       := 184
Roman Numeral         := 5
Restrictions          := None
Pic Num               := 184
Cost Minerals         := 30000
Cost Organics         := 600
Cost Radioactives     := 6000
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 10
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Planet - Shield Generation
Ability 1 Descr       := Generates 45000 pts of shielding for the planet during combat.
Ability 1 Val 1       := 45000
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Planet Destroyer
Ability 2 Descr       := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Modifier - System
Ability 3 Descr       := Increases the shield strength of all ships in the system by 300 shield points (only 1 facility per system effective).
Ability 3 Val 1       := 300
Ability 3 Val 2       := 0

Name                  := Imperial Garrison
Description           :=
Facility Group        := Resource Extraction
Facility Family       := 25001
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 7
Cost Minerals         := 6000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 3
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Spaceport
Ability 1 Descr       := Acts as a spaceport for this system.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Change Population Happiness - System
Ability 2 Descr       := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 200 extra unit spaces on a planet.
Ability 3 Val 1       := 200
Ability 3 Val 2       := 0

Name                  := Population Control Center I
Description           := Military outpost that controls the population to prevent uprisings.
Facility Group        := Population Support
Facility Family       := 37
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 26
Cost Minerals         := 1500
Cost Organics         := 5000
Cost Radioactives     := 1500
Number of Tech Req    := 2
Tech Area Req 1       := Applied Political Science
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Change Population Happiness - System
Ability 1 Descr       := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0

Name                  := Population Control Center II
Description           := Military outpost that controls the population to prevent uprisings.
Facility Group        := Population Support
Facility Family       := 37
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 26
Cost Minerals         := 1500
Cost Organics         := 5000
Cost Radioactives     := 1500
Number of Tech Req    := 2
Tech Area Req 1       := Applied Political Science
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Change Population Happiness - System
Ability 1 Descr       := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0

Name                  := Population Control Center III
Description           := Military outpost that controls the population to prevent uprisings.
Facility Group        := Population Support
Facility Family       := 37
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 26
Cost Minerals         := 1500
Cost Organics         := 5000
Cost Radioactives     := 1500
Number of Tech Req    := 2
Tech Area Req 1       := Applied Political Science
Tech Level Req 1      := 3
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Change Population Happiness - System
Ability 1 Descr       := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0

Name                  := Rebel Cell I
Description           := Military post that recruits population to fight for freedom.
Facility Group        := Population Support
Facility Family       := 37
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 26
Cost Minerals         := 1500
Cost Organics         := 5000
Cost Radioactives     := 1500
Number of Tech Req    := 2
Tech Area Req 1       := Applied Political Science
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Change Population Happiness - System
Ability 1 Descr       := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0

Name                  := Rebel Cell II
Description           := Military post that recruits population to fight for freedom.
Facility Group        := Population Support
Facility Family       := 37
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 26
Cost Minerals         := 1500
Cost Organics         := 5000
Cost Radioactives     := 1500
Number of Tech Req    := 2
Tech Area Req 1       := Applied Political Science
Tech Level Req 1      := 2
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Change Population Happiness - System
Ability 1 Descr       := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0

Name                  := Rebel Cell III
Description           := Military post that recruits population to fight for freedom.
Facility Group        := Population Support
Facility Family       := 37
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 26
Cost Minerals         := 1500
Cost Organics         := 5000
Cost Radioactives     := 1500
Number of Tech Req    := 2
Tech Area Req 1       := Applied Political Science
Tech Level Req 1      := 3
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Change Population Happiness - System
Ability 1 Descr       := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0

Name                  := Advanced Shipyard I
Description           := Advanced construction facility which allows the construction of ships in space.
Facility Group        := Space Yard
Facility Family       := 38
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 16
Cost Minerals         := 15000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 3500 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3500
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 3500 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3500
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 3500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 6 components per turn.
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Ability 5 Type        := Planet Value Change - System
Ability 5 Descr       := Depletes resources from all planets in the system by 3% each year (only 1 facility per system effective).
Ability 5 Val 1       := 3
Ability 5 Val 2       := 0

Name                  := Advanced Shipyard II
Description           := Advanced construction facility which allows the construction of ships in space.
Facility Group        := Space Yard
Facility Family       := 38
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 16
Cost Minerals         := 15000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 4250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 4250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 4250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 7 components per turn.
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Ability 5 Type        := Planet Value Change - System
Ability 5 Descr       := Depletes resources from all planets in the system by 4% each year (only 1 facility per system effective).
Ability 5 Val 1       := 4
Ability 5 Val 2       := 0

Name                  := Advanced Shipyard III
Description           := Advanced construction facility which allows the construction of ships in space.
Facility Group        := Space Yard
Facility Family       := 38
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 16
Cost Minerals         := 15000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 4750 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4750
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 4750 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4750
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 4750 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4750
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 8 components per turn.
Ability 4 Val 1       := 8
Ability 4 Val 2       := 0
Ability 5 Type        := Planet Value Change - System
Ability 5 Descr       := Depletes resources from all planets in the system by 5% each year (only 1 facility per system effective).
Ability 5 Val 1       := 5
Ability 5 Val 2       := 0

Name                  := Advanced Shipyard IV
Description           := Advanced construction facility which allows the construction of ships in space.
Facility Group        := Space Yard
Facility Family       := 38
Roman Numeral         := 4
Restrictions          := None
Pic Num               := 16
Cost Minerals         := 15000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 5750 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 5750
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 5750 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 5750
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 5750 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 5750
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 10 components per turn.
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Ability 5 Type        := Planet Value Change - System
Ability 5 Descr       := Depletes resources from all planets in the system by 6% each year (only 1 facility per system effective).
Ability 5 Val 1       := 6
Ability 5 Val 2       := 0

Name                  := Advanced Shipyard V
Description           := Advanced construction facility which allows the construction of ships in space.
Facility Group        := Space Yard
Facility Family       := 38
Roman Numeral         := 5
Restrictions          := None
Pic Num               := 16
Cost Minerals         := 15000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 6750 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 6750
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 6750 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 6750
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 6750 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 6750
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 11 components per turn.
Ability 4 Val 1       := 11
Ability 4 Val 2       := 0
Ability 5 Type        := Planet Value Change - System
Ability 5 Descr       := Depletes resources from all planets in the system by 7% each year (only 1 facility per system effective).
Ability 5 Val 1       := 7
Ability 5 Val 2       := 0

Name                  := Advanced Shipyard VI
Description           := Advanced construction facility which allows the construction of ships in space.
Facility Group        := Space Yard
Facility Family       := 38
Roman Numeral         := 6
Restrictions          := None
Pic Num               := 16
Cost Minerals         := 15000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 6
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 8000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 8000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 8000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 8000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 8000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 8000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 13 components per turn.
Ability 4 Val 1       := 13
Ability 4 Val 2       := 0
Ability 5 Type        := Planet Value Change - System
Ability 5 Descr       := Depletes resources from all planets in the system by 8% each year (only 1 facility per system effective).
Ability 5 Val 1       := 8
Ability 5 Val 2       := 0

Name                  := Advanced Shipyard VII
Description           := Advanced construction facility which allows the construction of ships in space.
Facility Group        := Space Yard
Facility Family       := 38
Roman Numeral         := 7
Restrictions          := None
Pic Num               := 16
Cost Minerals         := 15000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 7
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 9250 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 9250
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 9250 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 9250
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 9250 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 9250
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 15 components per turn.
Ability 4 Val 1       := 15
Ability 4 Val 2       := 0
Ability 5 Type        := Planet Value Change - System
Ability 5 Descr       := Depletes resources from all planets in the system by 9% each year (only 1 facility per system effective).
Ability 5 Val 1       := 9
Ability 5 Val 2       := 0

Name                  := Advanced Shipyard VIII
Description           := Advanced construction facility which allows the construction of ships in space.
Facility Group        := Space Yard
Facility Family       := 38
Roman Numeral         := 8
Restrictions          := None
Pic Num               := 16
Cost Minerals         := 15000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 8
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 11000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 11000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 11000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 11000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 11000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 11000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 18 components per turn.
Ability 4 Val 1       := 18
Ability 4 Val 2       := 0
Ability 5 Type        := Planet Value Change - System
Ability 5 Descr       := Depletes resources from all planets in the system by 11% each year (only 1 facility per system effective).
Ability 5 Val 1       := 11
Ability 5 Val 2       := 0

Name                  := Advanced Shipyard IX
Description           := Advanced construction facility which allows the construction of ships in space.
Facility Group        := Space Yard
Facility Family       := 38
Roman Numeral         := 9
Restrictions          := None
Pic Num               := 16
Cost Minerals         := 15000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 9
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 12750 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 12750
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 12750 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 12750
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 12750 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 12750
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 21 components per turn.
Ability 4 Val 1       := 21
Ability 4 Val 2       := 0
Ability 5 Type        := Planet Value Change - System
Ability 5 Descr       := Depletes resources from all planets in the system by 13% each year (only 1 facility per system effective).
Ability 5 Val 1       := 13
Ability 5 Val 2       := 0

Name                  := Advanced Shipyard X
Description           := Advanced construction facility which allows the construction of ships in space.
Facility Group        := Space Yard
Facility Family       := 38
Roman Numeral         := 10
Restrictions          := None
Pic Num               := 16
Cost Minerals         := 15000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 10
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 15000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 15000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 15000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 15000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 15000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 15000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 25 components per turn.
Ability 4 Val 1       := 25
Ability 4 Val 2       := 0
Ability 5 Type        := Planet Value Change - System
Ability 5 Descr       := Depletes resources from all planets in the system by 15% each year (only 1 facility per system effective).
Ability 5 Val 1       := 15
Ability 5 Val 2       := 0

Name                  := Imperial Intelligence Center I
Description           := Large intelligence gathering organization.
Facility Group        := Intelligence
Facility Family       := 6
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 3
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Intelligence
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Point Generation - Intelligence
Ability 1 Descr       := Generates 650 intelligence points each turn.
Ability 1 Val 1       := 650
Ability 1 Val 2       := 0

Name                  := Imperial Intelligence Center II
Description           := Large intelligence gathering organization.
Facility Group        := Intelligence
Facility Family       := 6
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 3
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Intelligence
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Point Generation - Intelligence
Ability 1 Descr       := Generates 700 intelligence points each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0

Name                  := Imperial Intelligence Center III
Description           := Large intelligence gathering organization.
Facility Group        := Intelligence
Facility Family       := 6
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 3
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Intelligence
Tech Level Req 1      := 3
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Point Generation - Intelligence
Ability 1 Descr       := Generates 750 intelligence points each turn.
Ability 1 Val 1       := 750
Ability 1 Val 2       := 0

Name                  := Imperial Intelligence Databank Complex I
Description           := Centralized Imperial Intelligence databank which improves intelligence operations for an entire planet.
Facility Group        := Intelligence
Facility Family       := 22
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 45
Cost Minerals         := 15000
Cost Organics         := 1000
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Planet Point Generation Modifier - Intelligence
Ability 1 Descr       := Increase all intelligence generation on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0

Name                  := Imperial Intelligence Databank Complex II
Description           := Centralized Imperial Intelligence databank which improves intelligence operations for an entire planet.
Facility Group        := Intelligence
Facility Family       := 22
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 45
Cost Minerals         := 15000
Cost Organics         := 1000
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Planet Point Generation Modifier - Intelligence
Ability 1 Descr       := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0

Name                  := Imperial Intelligence Databank Complex III
Description           := Centralized Imperial Intelligence databank which improves intelligence operations for an entire planet.
Facility Group        := Intelligence
Facility Family       := 22
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 45
Cost Minerals         := 15000
Cost Organics         := 1000
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Planet Point Generation Modifier - Intelligence
Ability 1 Descr       := Increase all intelligence generation on a planet by 40% (only 1 facility per planet effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0

Name                  := Probe Droids I
Description           := Spy droids that improve intelligence operations for an entire system.
Facility Group        := Intelligence
Facility Family       := 24
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 67
Cost Minerals         := 30000
Cost Organics         := 1000
Cost Radioactives     := 10000
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 6
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := System Point Generation Modifier - Intelligence
Ability 1 Descr       := Increase all intelligence generation in a system by 15% (only 1 facility per system effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0

Name                  := Probe Droids II
Description           := Spy droids that improve intelligence operations for an entire system.
Facility Group        := Intelligence
Facility Family       := 24
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 67
Cost Minerals         := 30000
Cost Organics         := 1000
Cost Radioactives     := 10000
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 8
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := System Point Generation Modifier - Intelligence
Ability 1 Descr       := Increase all intelligence generation in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0

Name                  := Probe Droids III
Description           := Spy droids that improve intelligence operations for an entire system.
Facility Group        := Intelligence
Facility Family       := 24
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 67
Cost Minerals         := 30000
Cost Organics         := 1000
Cost Radioactives     := 10000
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 10
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := System Point Generation Modifier - Intelligence
Ability 1 Descr       := Increase all intelligence generation in a system by 40% (only 1 facility per system effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0

Name                  := Spec-Ops Base I
Description           := Large intelligence gathering organization.
Facility Group        := Intelligence
Facility Family       := 6
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 3
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Intelligence
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Point Generation - Intelligence
Ability 1 Descr       := Generates 400 intelligence points each turn.
Ability 1 Val 1       := 400
Ability 1 Val 2       := 0

Name                  := Spec-Ops Base II
Description           := Large intelligence gathering organization.
Facility Group        := Intelligence
Facility Family       := 6
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 3
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Intelligence
Tech Level Req 1      := 2
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Point Generation - Intelligence
Ability 1 Descr       := Generates 600 intelligence points each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0

Name                  := Spec-Ops Base III
Description           := Large intelligence gathering organization.
Facility Group        := Intelligence
Facility Family       := 6
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 3
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Intelligence
Tech Level Req 1      := 3
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Point Generation - Intelligence
Ability 1 Descr       := Generates 800 intelligence points each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0

Name                  := Spec-Ops Training Camps I
Description           := Elite Rebel Agents used to train others, which improves intelligence operations for an entire planet.
Facility Group        := Intelligence
Facility Family       := 22
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 45
Cost Minerals         := 15000
Cost Organics         := 1000
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Planet Point Generation Modifier - Intelligence
Ability 1 Descr       := Increase all intelligence generation on a planet by 22% (only 1 facility per planet effective).
Ability 1 Val 1       := 22
Ability 1 Val 2       := 0

Name                  := Spec-Ops Training Camps II
Description           := Elite Rebel Agents used to train others, which improves intelligence operations for an entire planet.
Facility Group        := Intelligence
Facility Family       := 22
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 45
Cost Minerals         := 15000
Cost Organics         := 1000
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Planet Point Generation Modifier - Intelligence
Ability 1 Descr       := Increase all intelligence generation on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1       := 45
Ability 1 Val 2       := 0

Name                  := Spec-Ops Training Camps III
Description           := Elite Rebel Agents used to train others, which improves intelligence operations for an entire planet.
Facility Group        := Intelligence
Facility Family       := 22
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 45
Cost Minerals         := 15000
Cost Organics         := 1000
Cost Radioactives     := 5000
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 3
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Planet Point Generation Modifier - Intelligence
Ability 1 Descr       := Increase all intelligence generation on a planet by 60% (only 1 facility per planet effective).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0

Name                  := Spec-Ops System HQ I
Description           := Centralized Special Operations headquarters which organize intelligence operations for an entire system.
Facility Group        := Intelligence
Facility Family       := 24
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 67
Cost Minerals         := 30000
Cost Organics         := 1000
Cost Radioactives     := 10000
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 6
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := System Point Generation Modifier - Intelligence
Ability 1 Descr       := Increase all intelligence generation in a system by 22% (only 1 facility per system effective).
Ability 1 Val 1       := 22
Ability 1 Val 2       := 0

Name                  := Spec-Ops System HQ II
Description           := Centralized Special Operations headquarters which organize intelligence operations for an entire system.
Facility Group        := Intelligence
Facility Family       := 24
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 67
Cost Minerals         := 30000
Cost Organics         := 1000
Cost Radioactives     := 10000
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 6
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := System Point Generation Modifier - Intelligence
Ability 1 Descr       := Increase all intelligence generation in a system by 45% (only 1 facility per system effective).
Ability 1 Val 1       := 45
Ability 1 Val 2       := 0

Name                  := Spec-Ops System HQ III
Description           := Centralized Special Operations headquarters which organize intelligence operations for an entire system.
Facility Group        := Intelligence
Facility Family       := 24
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 67
Cost Minerals         := 30000
Cost Organics         := 1000
Cost Radioactives     := 10000
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 6
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := System Point Generation Modifier - Intelligence
Ability 1 Descr       := Increase all intelligence generation in a system by 60% (only 1 facility per system effective).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0

Name                  := Moisture Farm I
Description           := Advanced biological growing facility which generates organic materials independently from a planet's value.
Facility Group        := Resource Extraction
Facility Family       := 51
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 63
Cost Minerals         := 3000
Cost Organics         := 2000
Cost Radioactives     := 2000
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 2
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Solar Resource Generation - Organics
Ability 1 Descr       := Generates 400 organics per star each turn.
Ability 1 Val 1       := 400
Ability 1 Val 2       := 0

Name                  := Moisture Farm II
Description           := Advanced biological growing facility which generates organic materials independently from a planet's value.
Facility Group        := Resource Extraction
Facility Family       := 51
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 63
Cost Minerals         := 3000
Cost Organics         := 2000
Cost Radioactives     := 2000
Number of Tech Req    := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 3
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Solar Resource Generation - Organics
Ability 1 Descr       := Generates 500 organics per star each turn.
Ability 1 Val 1       := 500
Ability 1 Val 2       := 0

Name                  := Worker Droids I
Description           := Droids who will aid in all resource production on a planet.
Facility Group        := Resource Extraction
Facility Family       := 19
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 53
Cost Minerals         := 11250
Cost Organics         := 3750
Cost Radioactives     := 3750
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 1
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Resource Gen Modifier Planet - Minerals
Ability 1 Descr       := Increase mineral production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Gen Modifier Planet - Organics
Ability 2 Descr       := Increase organic production on a planet by 10% (only 1 facility per planet effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr       := Increase radioactive production on a planet by 10% (only 1 facility per planet effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0

Name                  := Worker Droids II
Description           := Droids who will aid in all resource production on a planet.
Facility Group        := Resource Extraction
Facility Family       := 19
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 53
Cost Minerals         := 11250
Cost Organics         := 3750
Cost Radioactives     := 3750
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 2
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Resource Gen Modifier Planet - Minerals
Ability 1 Descr       := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Gen Modifier Planet - Organics
Ability 2 Descr       := Increase organic production on a planet by 20% (only 1 facility per planet effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr       := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0

Name                  := Worker Droids III
Description           := Droids who will aid in all resource production on a planet.
Facility Group        := Resource Extraction
Facility Family       := 19
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 53
Cost Minerals         := 11250
Cost Organics         := 3750
Cost Radioactives     := 3750
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 3
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Resource Gen Modifier Planet - Minerals
Ability 1 Descr       := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Gen Modifier Planet - Organics
Ability 2 Descr       := Increase organic production on a planet by 30% (only 1 facility per planet effective).
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr       := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 3 Val 1       := 30
Ability 3 Val 2       := 0

Name                  := System Worker Droids I
Description           := Droids who will aid in all resource production for an entire system.
Facility Group        := Resource Extraction
Facility Family       := 20
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 69
Cost Minerals         := 15000
Cost Organics         := 7500
Cost Radioactives     := 7500
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 8
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Resource Gen Modifier System - Minerals
Ability 1 Descr       := Increase mineral production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Gen Modifier System - Organics
Ability 2 Descr       := Increase organic production for a system by 10% (only 1 facility per system effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Gen Modifier System - Radioactives
Ability 3 Descr       := Increase radioactive production for a system by 10% (only 1 facility per system effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0

Name                  := System Worker Droids II
Description           := Droids who will aid in all resource production for an entire system.
Facility Group        := Resource Extraction
Facility Family       := 20
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 69
Cost Minerals         := 15000
Cost Organics         := 7500
Cost Radioactives     := 7500
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 9
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Resource Gen Modifier System - Minerals
Ability 1 Descr       := Increase mineral production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Gen Modifier System - Organics
Ability 2 Descr       := Increase organic production for a system by 20% (only 1 facility per system effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Gen Modifier System - Radioactives
Ability 3 Descr       := Increase radioactive production for a system by 20% (only 1 facility per system effective).
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0

Name                  := System Worker Droids III
Description           := Droids who will aid in all resource production for an entire system.
Facility Group        := Resource Extraction
Facility Family       := 20
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 69
Cost Minerals         := 15000
Cost Organics         := 7500
Cost Radioactives     := 7500
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 10
Tech Area Req 2       := Star Wars Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Resource Gen Modifier System - Minerals
Ability 1 Descr       := Increase mineral production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Gen Modifier System - Organics
Ability 2 Descr       := Increase organic production for a system by 30% (only 1 facility per system effective).
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Resource Gen Modifier System - Radioactives
Ability 3 Descr       := Increase radioactive production for a system by 30% (only 1 facility per system effective).
Ability 3 Val 1       := 30
Ability 3 Val 2       := 0

Name                  := Secret Rebel Base
Description           :=
Facility Group        := Resource Extraction
Facility Family       := 26001
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 46
Cost Minerals         := 6000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Spaceport
Ability 1 Descr       := Acts as a spaceport for this system.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Passive EM scans.
Ability 3 Val 1       := EM Passive
Ability 3 Val 2       := 2

Name                  := Advanced Secret Rebel Base I
Description           :=
Facility Group        := Resource Extraction
Facility Family       := 26001
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 46
Cost Minerals         := 6000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 3
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Tech Area Req 2       := Cloaking
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Spaceport
Ability 1 Descr       := Acts as a spaceport for this system.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Passive EM scans.
Ability 3 Val 1       := EM Passive
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Temporal scans.
Ability 4 Val 1       := Temporal
Ability 4 Val 2       := 2

Name                  := Advanced Secret Rebel Base II
Description           :=
Facility Group        := Resource Extraction
Facility Family       := 26001
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 46
Cost Minerals         := 6000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 3
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Tech Area Req 2       := Cloaking
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Spaceport
Ability 1 Descr       := Acts as a spaceport for this system.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Passive EM scans.
Ability 3 Val 1       := EM Passive
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Temporal scans.
Ability 4 Val 1       := Temporal
Ability 4 Val 2       := 3

Name                  := Advanced Secret Rebel Base III
Description           :=
Facility Group        := Resource Extraction
Facility Family       := 26001
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 46
Cost Minerals         := 6000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 3
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Tech Area Req 2       := Cloaking
Tech Level Req 2      := 3
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Spaceport
Ability 1 Descr       := Acts as a spaceport for this system.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Active EM scans.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Passive EM scans.
Ability 3 Val 1       := EM Passive
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Temporal scans.
Ability 4 Val 1       := Temporal
Ability 4 Val 2       := 4

Name                  := Underworld Palace
Description           :=
Facility Group        := Resource Extraction
Facility Family       := 25001
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 7
Cost Minerals         := 6000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 3
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Tech Area Req 3       := Outlaw Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Spaceport
Ability 1 Descr       := Acts as a spaceport for this system.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 200 extra unit spaces on a planet.
Ability 2 Val 1       := 200
Ability 2 Val 2       := 0

Name                := Industrial Replicator I
Description         := Generate items which previously required dedicated facilities to manufacture them.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 12000
Cost Organics       := 3000
Cost Radioactives   := 6000
Number of Tech Req  := 4
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := Physics
Tech Level Req 2    := 2
Tech Area Req 3     := Astrophysics
Tech Level Req 3    := 2
Tech Area Req 4     := Computers
Tech Level Req 4    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generate 300 Minerals each turn.
Ability 1 Val 1     := 300  
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Radioactives
Ability 2 Descr     := Generate 300 Radioactives each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Generate 300 Organics each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0

Name                := Industrial Replicator II
Description         := Generate items which previously required dedicated facilities to manufacture them.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 12000
Cost Organics       := 3000
Cost Radioactives   := 6000
Number of Tech Req  := 4
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := Physics
Tech Level Req 2    := 2
Tech Area Req 3     := Astrophysics
Tech Level Req 3    := 2
Tech Area Req 4     := Computers
Tech Level Req 4    := 2
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generate 550 Minerals each turn.
Ability 1 Val 1     := 550  
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Radioactives
Ability 2 Descr     := Generate 550 Radioactives each turn.
Ability 2 Val 1     := 550
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Generate 550 Organics each turn.
Ability 3 Val 1     := 550
Ability 3 Val 2     := 0

Name                := Industrial Replicator III
Description         := Generate items which previously required dedicated facilities to manufacture them.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 12000
Cost Organics       := 3000
Cost Radioactives   := 6000
Number of Tech Req  := 4
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := Physics
Tech Level Req 2    := 2
Tech Area Req 3     := Astrophysics
Tech Level Req 3    := 2
Tech Area Req 4     := Computers
Tech Level Req 4    := 3
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generate 800 Minerals each turn.
Ability 1 Val 1     := 800  
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Radioactives
Ability 2 Descr     := Generate 800 Radioactives each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Generate 800 Organics each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0

Name                := Space Yard Facility I
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 5000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 5000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 5000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 5000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 20 components per turn.
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0

Name                := Space Yard Facility II
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 6000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 6000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 6000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 6000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 6000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 6000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 30 components per turn.
Ability 4 Val 1     := 30
Ability 4 Val 2     := 0

Name                := Space Yard Facility III
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 7000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 7000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 7000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 7000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 7000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 7000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 40 components per turn.
Ability 4 Val 1     := 40
Ability 4 Val 2     := 0

Name                := Borg Space Yard Facility IV
Description         := 
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Borg Monster Tech
Tech Level Req 1    := 1
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 30000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 30000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 30000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 30000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 30000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 30000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 300 components per turn.
Ability 4 Val 1     := 300
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Shield Generation
Ability 5 Descr     := Generates 10000 pts of shielding for the planet during combat.
Ability 5 Val 1     := 10000
Ability 5 Val 2     := 0
Ability 6 Type      := Shield Regeneration
Ability 6 Descr     := Regenerates 5000 shield points per turn.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0

Name                := Drone Programming Center I
Description         := Center for programing and Borg Drone maintenance  
Facility Group      := Borg Technology
Facility Family     := 46
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 595
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Drone Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness (+3%) of the populations who live in this system 
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Drone Programming Center II
Description         := Center for programing and Borg Drone maintenance  
Facility Group      := Borg Technology
Facility Family     := 46
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 595
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Drone Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness (+4%) of the populations who live in this system 
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Drone Programming Center III
Description         := Center for programing and Borg Drone maintenance.  
Facility Group      := Borg Technology
Facility Family     := 46
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 595
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Drone Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness (+6%) of the populations who live in this system 
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Intelligence Nexus I
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Borg Technology
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 594
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Computers
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 5%. 
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Intelligence Nexus II
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Borg Technology
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 594
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Computers
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Intelligence Nexus III
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Borg Technology
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 594
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Computers
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Resource Nexus I
Description         := Devout following of workers dedicated to improving their ultimate use of time. 
Facility Group      := Borg Technology
Facility Family     := 27
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 5% (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 5% (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 5% (only 1 facility per system effective).
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Resource Nexus II
Description         := Devout following of workers dedicated to improving their ultimate use of time. 
Facility Group      := Borg Technology
Facility Family     := 27
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 10% (only 1 facility per system effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 10% (only 1 facility per system effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Resource Nexus III
Description         := Devout following of workers dedicated to improving their ultimate use of time. 
Facility Group      := Borg Technology
Facility Family     := 27
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 15% (only 1 facility per system effective).
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 15% (only 1 facility per system effective).
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Research Nexus I
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Borg Technology
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 592
Cost Minerals       := 5000
Cost Organics       := 9000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Computers
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Research Nexus II
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Borg Technology
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 592
Cost Minerals       := 5000
Cost Organics       := 9000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Computers
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Research Nexus III
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Borg Technology
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 592
Cost Minerals       := 5000
Cost Organics       := 9000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Computers
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Drone Maturation Chamber I
Description         := Biological process which greatly increase the reproduction rate of an entire system. 
Facility Group      := Borg Technology
Facility Family     := 34
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 591
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 1% faster.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Drone Maturation Chamber II
Description         := Biological process which greatly increase the reproduction rate of an entire system. 
Facility Group      := Borg Technology
Facility Family     := 34
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 591
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 3% faster.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Drone Maturation Chamber III
Description         := Biological process which greatly increase the reproduction rate of an entire system. 
Facility Group      := Borg Technology
Facility Family     := 34
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 591
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 5% faster.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Drone Maturation Chamber IV
Description         := Biological process which greatly increase the reproduction rate of an entire system. 
Facility Group      := Borg Technology
Facility Family     := 34
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 591
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 7% faster.
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0

Name                := Drone Maturation Chamber V
Description         := Biological process which greatly increase the reproduction rate of an entire system.
Facility Group      := Borg Technology
Facility Family     := 34
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 591
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 9% faster.
Ability 1 Val 1     := 9
Ability 1 Val 2     := 0

Name                := Planet Regenerative Shielding I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Borg Technology
Facility Family     := 41
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 590
Cost Minerals       := 20000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 100 shield points per turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0

Name                := Planet Regenerative Shielding II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Borg Technology
Facility Family     := 41
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 590
Cost Minerals       := 20000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 200 shield points per turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Planet Regenerative Shielding III
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Borg Technology
Facility Family     := 41
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 590
Cost Minerals       := 20000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 300 shield points per turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0

Name                := Planet Regenerative Shielding IV
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Borg Technology
Facility Family     := 41
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 590
Cost Minerals       := 20000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 4000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 400 shield points per turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0

Name                := Planet Regenerative Shielding V
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Borg Technology
Facility Family     := 41
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 590
Cost Minerals       := 20000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 500 shield points per turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Organic Extractor I
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Breen Technology
Facility Family     := 17
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 523
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Organic Extractor II
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Breen Technology
Facility Family     := 17
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 523
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Organic Extractor III
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Breen Technology
Facility Family     := 17
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 523
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Labour Camp I
Description         := Forced labor workers who will increase all production for an entire system.
Facility Group      := Breen Technology
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 589
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 15%.
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 15%.
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Labour Camp II
Description         := Forced labor workers who will increase all production for an entire system.
Facility Group      := Breen Technology
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 589
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25%.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 25%.
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 25%.
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0

Name                := Labour Camp III
Description         := Forced labor workers who will increase all production for an entire system.
Facility Group      := Breen Technology
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 589
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 35%.
Ability 1 Val 1     := 35
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 35%.
Ability 2 Val 1     := 35
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 35%.
Ability 3 Val 1     := 35
Ability 3 Val 2     := 0

Name                := Breen Central Command I
Description         := Central Command that improves the training and ability of all ship commanders.
Facility Group      := Breen Technology
Facility Family     := 49
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 506
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 3%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3
Ability 2 Type      := Ship Training - System
Ability 2 Descr     := Ships in this system will improve by 1% each turn up to 3%.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 3

Name                := Breen Central Command II
Description         := Central Command that improves the training and ability of all ship commanders.
Facility Group      := Breen Technology
Facility Family     := 49
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 506
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 3% each turn up to 5%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 5
Ability 2 Type      := Ship Training - System
Ability 2 Descr     := Ships in this system will improve by 3% each turn up to 5%.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 5

Name                := Breen Central Command III
Description         := Central Command that improves the training and ability of all ship commanders.
Facility Group      := Breen Technology
Facility Family     := 49
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 506
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 5% each turn up to 6%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 6
Ability 2 Type      := Ship Training - System
Ability 2 Descr     := Ships in this system will improve by 5% each turn up to 6%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 6

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Breen Technology
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 10 years.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := Improves the conditions of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Breen Technology
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 2
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 7 years.
Ability 1 Val 1     := 70
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := Improves the conditions of the planet by 4% each year.
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Breen Technology
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 2
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := Improves the conditions of the planet by 6% each year.
Ability 2 Val 1     := 6
Ability 2 Val 2     := 0

Name                := Breen Science Academy I
Description         := A specialized academy for scientist to research new technologies which improve the research and production of an entire system.  (only 1 facility per system effective)
Facility Group      := Breen Technology
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 554
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Breen Science Academy II
Description         := A specialized academy for scientist to research new technologies which improve the research and production of an entire system.  (only 1 facility per system effective)
Facility Group      := Breen Technology
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 554
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Breen Science Academy III
Description         := A specialized academy for scientist to research new technologies which improve the research and production of an entire system. (only 1 facility per system effective)
Facility Group      := Breen Technology
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 554
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 10
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Breen Military Academy I
Description         := A specialized academy for the Breen Military which improve the combat and training abilities within an entire system.  (only 1 facility per system effective)
Facility Group      := Breen Technology
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 553
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Breen Military Academy II
Description         := A specialized academy for the Breen Military which improve the combat and training abilities within an entire system.  (only 1 facility per system effective)
Facility Group      := Breen Technology
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 553
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 10% combat bonus to all ships and units in this system.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Breen Military Academy III
Description         := A specialized academy for the Breen Military which improve the combat and training abilities within an entire system.  (only 1 facility per system effective)
Facility Group      := Breen Technology
Facility Family     := 45
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 553
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 11
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 15% combat bonus to all ships and units in this system.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Breen Intel Center I
Description         := Centralized Intel operation which improves intelligence operations for an entire system. (only 1 facility per system effective)
Facility Group      := Breen Technology
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 551
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Event Chance - System
Ability 2 Descr     := Decreases the chance of any bad events in this system (-10%).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of any sabotage activities in this system (-10%).
Ability 3 Val 1     := -10
Ability 3 Val 2     := 0

Name                := Breen Intel Center II
Description         := Centralized Intel operation which improves intelligence operations for an entire system. (only 1 facility per system effective)
Facility Group      := Breen Technology
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 551
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Event Chance - System
Ability 2 Descr     := Decreases the chance of any bad events in this system (-15%).
Ability 2 Val 1     := -15
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of any sabotage activities in this system (-15%).
Ability 3 Val 1     := -15
Ability 3 Val 2     := 0

Name                := Breen Intel Center III
Description         := Centralized Intel operation which improves intelligence operations for an entire system. (only 1 facility per system effective)
Facility Group      := Breen Technology
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 551
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 12
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Event Chance - System
Ability 2 Descr     := Decreases the chance of any bad events in this system (-20%).
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of any sabotage activities in this system (-20%).
Ability 3 Val 1     := -20
Ability 3 Val 2     := 0

Name                := Labour Camp I
Description         := Forced labor workers who will increase all production for an entire system.
Facility Group      := Cardassian Technology
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 588
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 15%.
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 15%.
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Labour Camp II
Description         := Forced labor workers who will increase all production for an entire system.
Facility Group      := Cardassian Technology
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 588
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25%.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 25%.
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 25%.
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0

Name                := Labour Camp III
Description         := Forced labor workers who will increase all production for an entire system.
Facility Group      := Cardassian Technology
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 588
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 9
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 35%.
Ability 1 Val 1     := 35
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 35%.
Ability 2 Val 1     := 35
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 35%.
Ability 3 Val 1     := 35
Ability 3 Val 2     := 0

Name                := Obsidian Order Center I
Description         := Centralized Intel operation which improves intelligence operations for an entire system.
Facility Group      := Cardassian Technology
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 580
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 100 intelligence points each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Event Chance - System
Ability 3 Descr     := Decreases the chance of any bad events in this system (-10%).
Ability 3 Val 1     := -10
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Decreases the chance of any sabotage activities in this system (-10%).
Ability 4 Val 1     := -10
Ability 4 Val 2     := 0

Name                := Obsidian Order Center II
Description         := Centralized Intel operation which improves intelligence operations for an entire system. 
Facility Group      := Cardassian Technology
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 580
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 200 intelligence points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Event Chance - System
Ability 3 Descr     := Decreases the chance of any bad events in this system (-20%).
Ability 3 Val 1     := -20
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Decreases the chance of any sabotage activities in this system (-20%).
Ability 4 Val 1     := -20
Ability 4 Val 2     := 0

Name                := Obsidian Order Center III
Description         := Centralized Intel operation which improves intelligence operations for an entire system. 
Facility Group      := Cardassian Technology
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 580
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 4
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 300 intelligence points each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Event Chance - System
Ability 3 Descr     := Decreases the chance of any bad events in this system (-30%).
Ability 3 Val 1     := -30
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Decreases the chance of any sabotage activities in this system (-30%).
Ability 4 Val 1     := -30
Ability 4 Val 2     := 0

Name                := Obsidian Order Center IV
Description         := Centralized Intel operation which improves intelligence operations for an entire system.  
Facility Group      := Cardassian Technology
Facility Family     := 24
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 580
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 4
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 400 intelligence points each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Event Chance - System
Ability 3 Descr     := Decreases the chance of any bad events in this system (-40%).
Ability 3 Val 1     := -40
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Decreases the chance of any sabotage activities in this system (-40%).
Ability 4 Val 1     := -40
Ability 4 Val 2     := 0

Name                := Obsidian Order Center V
Description         := Centralized Intel operation which improves intelligence operations for an entire system.  
Facility Group      := Cardassian Technology
Facility Family     := 24
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 580
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 9
Number of Abilities := 4
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 40%.
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 500 intelligence points each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Event Chance - System
Ability 3 Descr     := Decreases the chance of any bad events in this system (-50%).
Ability 3 Val 1     := -50
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Decreases the chance of any sabotage activities in this system (-50%).
Ability 4 Val 1     := -50
Ability 4 Val 2     := 0

Name                := Remote Power Station I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Cardassian Technology
Facility Family     := 41
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 586
Cost Minerals       := 18000
Cost Organics       := 1000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Remote Power Station II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Cardassian Technology
Facility Family     := 41
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 586
Cost Minerals       := 18000
Cost Organics       := 1000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Remote Power Station III
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Cardassian Technology
Facility Family     := 41
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 586
Cost Minerals       := 18000
Cost Organics       := 1000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cardassian Military Academy I
Description         := Cardassian Military Academy
Facility Group      := Cardassian Technology
Facility Family     := 48
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 587
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 3%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3

Name                := Cardassian Military Academy II
Description         := Cardassian Military Academy
Facility Group      := Cardassian Technology
Facility Family     := 48
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 587
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 3% each turn up to 5%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 5

Name                := Cardassian Military Academy III
Description         := Cardassian Military Academy
Facility Group      := Cardassian Technology
Facility Family     := 48
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 587
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 5% each turn up to 6%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 6

Name                := Cardassian Central Command I
Description         := Cardassian Military Academy
Facility Group      := Cardassian Technology
Facility Family     := 49
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 579
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 3%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3

Name                := Cardassian Central Command II
Description         := Cardassian Military Academy
Facility Group      := Cardassian Technology
Facility Family     := 49
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 579
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 3% each turn up to 5%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 5

Name                := Cardassian Central Command III
Description         := Cardassian Military Academy
Facility Group      := Cardassian Technology
Facility Family     := 49
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 579
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 5% each turn up to 7%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 7

Name                := Political Center I
Description         := A political operations center designed to keep a system's populations happy.
Facility Group      := Cardassian Technology
Facility Family     := 47
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 584
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (+2%).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Political Center II
Description         := A political operations center designed to keep a system's populations happy. 
Facility Group      := Cardassian Technology
Facility Family     := 47
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 584
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (+4%).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Political Center III
Description         := A political operations center designed to keep a system's populations happy. 
Facility Group      := Cardassian Technology
Facility Family     := 47
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 584
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (+6%).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := R&D Complex I
Description         := Massive complex which improves research capabilities for the entire system. 
Facility Group      := Cardassian Technology
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 585
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := R&D Complex II
Description         := Massive complex which improves research capabilities for the entire system.  
Facility Group      := Cardassian Technology
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 585
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := R&D Complex III
Description         := Massive complex which improves research capabilities for the entire system. 	`
Facility Group      := Cardassian Technology
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 585
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Population Growth Facility I
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 43
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 1% faster.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Population Growth Facility II
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 43
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 2% faster.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Population Growth Facility III
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 43
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 3% faster.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Holo-Center I
Description         := Recreational Centers.
Facility Group      := Federation Technology
Facility Family     := 66
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 583
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (+2%).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Holo-Center II
Description         := Recreational Centers.
Facility Group      := Federation Technology
Facility Family     := 66
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 583
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (+3%).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Holo-Center III
Description         := Recreational Centers.
Facility Group      := Federation Technology
Facility Family     := 66
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 583
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (+4%).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Daystrom Institute I
Description         := Center for research and design.
Facility Group      := Federation Technology
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 529
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Daystrom Institute II
Description         := Center for research and design.
Facility Group      := Federation Technology
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 529
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Daystrom Institute III
Description         := Center for research and design.
Facility Group      := Federation Technology
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 529
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Starfleet Intelligence I
Description         := Centralized intelligence operations for an entire system.
Facility Group      := Federation Technology
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 577
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Starfleet Intelligence II
Description         := Centralized intelligence operations for an entire system.
Facility Group      := Federation Technology
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 577
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Starfleet Intelligence III
Description         := Centralized intelligence operations for an entire system.
Facility Group      := Federation Technology
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 577
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Section 31
Description         := Specialized intelligence operations for an entire system.
Facility Group      := Federation Technology
Facility Family     := 99
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 15000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 9
Number of Abilities := 4
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 500 intelligence points each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Event Chance - System
Ability 3 Descr     := Decreases the chance of any bad events in this system (-50%).
Ability 3 Val 1     := -50
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Decreases the chance of any sabotage activities in this system (-50%).
Ability 4 Val 1     := -50
Ability 4 Val 2     := 0

Name                := Starfleet Academy I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Federation Technology
Facility Family     := 98
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 582
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 3%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3

Name                := Starfleet Academy II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Federation Technology
Facility Family     := 98
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 582
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 5%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 5

Name                := Starfleet Academy III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Federation Technology
Facility Family     := 98
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 582
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 5% each turn up to 6%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 6

Name                := Starfleet Command I
Description         := Centeral command for a system.
Facility Group      := Federation Technology
Facility Family     := 96
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 8000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 3%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 10% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Starfleet Command II
Description         := Centeral command for a system.
Facility Group      := Federation Technology
Facility Family     := 96
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 8000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 5%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 5
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 20% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := Starfleet Command III
Description         := Centeral command for a system.
Facility Group      := Federation Technology
Facility Family     := 96
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 8000
Cost Organics       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 2
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 5% each turn up to 6%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 6
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 30% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0

Name                := Utopia Planitia Shipyard
Description         := Speicalized ship construction yard.
Facility Group      := Federation Technology
Facility Family     := 97
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 581
Cost Minerals       := 25000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 5
Tech Area Req 2	    := Space Yards
Tech Level Req 2    := 3	
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 8000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 8000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 8000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 8000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 8000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 8000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 50 components per turn.
Ability 4 Val 1     := 50
Ability 4 Val 2     := 0

Name                := Federation Council I
Description         := An organization of leaders that are dedicated to the operation and control of the Federation.
Facility Group      := Federation Technology
Facility Family     := 27
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 577
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 5%.
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Federation Council II
Description         := An organization of leaders that are dedicated to the operation and control of the Federation.
Facility Group      := Federation Technology
Facility Family     := 27
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 577
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Federation Council III
Description         := An organization of leaders that are dedicated to the operation and control of the Federation.
Facility Group      := Federation Technology
Facility Family     := 27
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 577
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 9
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 15%.
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 15%.
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Holosuite Center I
Description         := Recreational Centers.
Facility Group      := Ferengi Technology
Facility Family     := 47
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 537
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (-2%).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Holosuite Center II
Description         := Recreational Centers.
Facility Group      := Ferengi Technology
Facility Family     := 47
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 537
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (-3%).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Holosuite Center III
Description         := Recreational Centers.
Facility Group      := Ferengi Technology
Facility Family     := 47
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 537
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (-4%).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Commerce Authority I
Description         := Center for economic development and production.
Facility Group      := Ferengi Technology
Facility Family     := 27
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 575
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 5%.
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Commerce Authority  II
Description         := Center for economic development and production.
Facility Group      := Ferengi Technology
Facility Family     := 27
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 575
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Commerce Authority  III
Description         := Center for economic development and production.
Facility Group      := Ferengi Technology
Facility Family     := 27
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 575
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 15%.
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 15%.
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Salvage Yard I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Ferengi Technology
Facility Family     := 16
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 564
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 70% of their original resource value.
Ability 1 Val 1     := 70
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Minerals
Ability 2 Descr     := Generate 200 Minerals each turn.
Ability 2 Val 1     := 200  
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generate 200 Radioactives each turn.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generate 200 Organics each turn.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Salvage Yard II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Ferengi Technology
Facility Family     := 16
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 564
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value.
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Minerals
Ability 2 Descr     := Generate 300 Minerals each turn.
Ability 2 Val 1     := 300  
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generate 300 Radioactives each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generate 300 Organics each turn.
Ability 4 Val 1     := 300
Ability 4 Val 2     := 0

Name                := Salvage Yard III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Ferengi Technology
Facility Family     := 16
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 564
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 90% of their original resource value.
Ability 1 Val 1     := 90
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Minerals
Ability 2 Descr     := Generate 400 Minerals each turn.
Ability 2 Val 1     := 400  
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Generate 400 Radioactives each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generate 400 Organics each turn.
Ability 4 Val 1     := 400
Ability 4 Val 2     := 0

Name                := Divine Treasury Shrine I
Description         := Religious icon that helps prevent bad events from occuring. 
Facility Group      := Ferengi Technology
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 546
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-10%).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (-10%).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (1%).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Divine Treasury Shrine II
Description         := Religious icon that helps prevent bad events from occuring. 
Facility Group      := Ferengi Technology
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 546
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-20%).
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (-20%).
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (2%).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Divine Treasury Shrine III
Description         := Religious icon that helps prevent bad events from occuring. 
Facility Group      := Ferengi Technology
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 546
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-30%).
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (-30%).
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (3%).
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Tower of Commerce I
Description         := A massive complex where the best Ferengi scientist work to improve Ferengi Research. 
Facility Group      := Ferengi Technology
Facility Family     := 21
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 573
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Tower of Commerce II
Description         := A massive complex where the best Ferengi scientist work to improve Ferengi Research. 
Facility Group      := Ferengi Technology
Facility Family     := 21
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 573
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Tower of Commerce III
Description         := A massive complex where the best Ferengi scientist work to improve Ferengi Research.    
Facility Group      := Ferengi Technology
Facility Family     := 21
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 573
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Franchise Office I
Description         := Centralized organization of citizens which improves intelligence operations for an entire system.
Facility Group      := Ferengi Technology
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 574
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Franchise Office II
Description         := Centralized organization of citizens which improves intelligence operations for an entire system. 
Facility Group      := Ferengi Technology
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 574
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Franchise Office III
Description         := Centralized organization of citizens which improves intelligence operations for an entire system. 
Facility Group      := Ferengi Technology
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 574
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Battle Arena I
Description         := A combat arena that allows a warrior to challenge others in honorable combat.  
Facility Group      := Klingon Technology
Facility Family     := 53
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 572
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (+2%).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Battle Arena II
Description         := A combat arena that allows a warrior to challenge others in honorable combat.  
Facility Group      := Klingon Technology
Facility Family     := 53
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 572
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (+4%).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Battle Arena III
Description         := A combat arena that allows a warrior to challenge others in honorable combat.  
Facility Group      := Klingon Technology
Facility Family     := 53
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 572
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (+6%).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Forced Labor Camp I
Description         := Captured prisoners of war are put to good use.
Facility Group      := Klingon Technology
Facility Family     := 90
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 560
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 600 organics each turn.
Ability 2 Val 1     := 600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 600 radioactives each turn.
Ability 3 Val 1     := 600
Ability 3 Val 2     := 0

Name                := Forced Labor Camp II
Description         := Captured prisoners of war are put to good use.
Facility Group      := Klingon Technology
Facility Family     := 90
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 560
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0

Name                := Forced Labor Camp III
Description         := Captured prisoners of war are put to good use.
Facility Group      := Klingon Technology
Facility Family     := 90
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 560
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0

Name                := Prison Camp I
Description         := Criminals of the Empire are put to good use.
Facility Group      := Klingon Technology
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 559
Cost Minerals       := 15000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 3%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 3%.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 3%.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Prison Camp II
Description         := Criminals of the Empire are put to good use.
Facility Group      := Klingon Technology
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 559
Cost Minerals       := 15000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 6%.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 6%.
Ability 2 Val 1     := 6
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 6%.
Ability 3 Val 1     := 6
Ability 3 Val 2     := 0

Name                := Prison Camp III
Description         := Criminals of the Empire are put to good use.
Facility Group      := Klingon Technology
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 559
Cost Minerals       := 15000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 9%.
Ability 1 Val 1     := 9
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 9%.
Ability 2 Val 1     := 9
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 9%.
Ability 3 Val 1     := 9
Ability 3 Val 2     := 0

Name                := Klingon Academy I
Description         := Military Academy dedicated to training ship's crews and making them better.
Facility Group      := Klingon Technology
Facility Family     := 92
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 539
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 4%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 4

Name                := Klingon Academy II
Description         := Military Academy dedicated to training ship's crews and making them better.
Facility Group      := Klingon Technology
Facility Family     := 92
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 539
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 4% each turn up to 6%.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 6

Name                := Klingon Academy III
Description         := Military Academy dedicated to training ship's crews and making them better.
Facility Group      := Klingon Technology
Facility Family     := 92
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 539
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 6% each turn up to 8%.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 8

Name                := Imperial Command I
Description         := Centeral command for a system.
Facility Group      := Klingon Technology
Facility Family     := 94
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 538
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 4%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 4
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Imperial Command II
Description         := Centeral command for a system.
Facility Group      := Klingon Technology
Facility Family     := 94
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 538
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 4% each turn up to 6%.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 6
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 10% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Imperial Command III
Description         := Centeral command for a system.
Facility Group      := Klingon Technology
Facility Family     := 94
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 538
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 2
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 6% each turn up to 8%.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 8
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 15% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0

Name                := Romulan Science Academy I
Description         := The Science Academy for the Romulan Star Empire.
Facility Group      := Romulan Technology
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 518
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Romulan Science Academy II
Description         := The Science Academy for the Romulan Star Empire.
Facility Group      := Romulan Technology
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 518
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Romulan Science Academy III
Description         := The Science Academy for the Romulan Star Empire.
Facility Group      := Romulan Technology
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 518
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Tal'Shiar Command I
Description         := Centralized intelligence service for the Romulan Star Empire.
Facility Group      := Romulan Technology
Facility Family     := 93
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 523
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Event Chance - System
Ability 2 Descr     := Decreases the chance of any bad events in this system (-10%).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of any sabotage activities in this system (-10%).
Ability 3 Val 1     := -10
Ability 3 Val 2     := 0

Name                := Tal'Shiar Command II
Description         := Centralized intelligence service for the Romulan Star Empire.
Facility Group      := Romulan Technology
Facility Family     := 93
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 523
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Event Chance - System
Ability 2 Descr     := Decreases the chance of any bad events in this system (-20%).
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of any sabotage activities in this system (-20%).
Ability 3 Val 1     := -20
Ability 3 Val 2     := 0

Name                := Tal'Shiar Command III
Description         := Centralized intelligence service for the Romulan Star Empire.
Facility Group      := Romulan Technology
Facility Family     := 93
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 523
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Event Chance - System
Ability 2 Descr     := Decreases the chance of any bad events in this system (-30%).
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of any sabotage activities in this system (-30%).
Ability 3 Val 1     := -30
Ability 3 Val 2     := 0

Name                := Tal'Shiar Command IV
Description         := Centralized intelligence service for the Romulan Star Empire.
Facility Group      := Romulan Technology
Facility Family     := 93
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 523
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Event Chance - System
Ability 2 Descr     := Decreases the chance of any bad events in this system (-40%).
Ability 2 Val 1     := -40
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of any sabotage activities in this system (-40%).
Ability 3 Val 1     := -40
Ability 3 Val 2     := 0

Name                := Tal'Shiar Command V
Description         := Centralized intelligence service for the Romulan Star Empire.
Facility Group      := Romulan Technology
Facility Family     := 93
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 523
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 25%.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Event Chance - System
Ability 2 Descr     := Decreases the chance of any bad events in this system (-50%).
Ability 2 Val 1     := -50
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of any sabotage activities in this system (-50%).
Ability 3 Val 1     := -50
Ability 3 Val 2     := 00

Name                := Romulan Senate
Description         := The Heart and soul of the Romulan Star Empire.
Facility Group      := Romulan Technology
Facility Family     := 95
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 570
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (+5%).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Prison Camp I
Description         := Criminals of the Empire are put to good use.
Facility Group      := Romulan Technology
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 568
Cost Minerals       := 15000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 3%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 3%.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 3%.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Prison Camp II
Description         := Criminals of the Empire are put to good use.
Facility Group      := Romulan Technology
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 568
Cost Minerals       := 15000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 6%.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 6%.
Ability 2 Val 1     := 6
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 6%.
Ability 3 Val 1     := 6
Ability 3 Val 2     := 0

Name                := Prison Camp III
Description         := Criminals of the Empire are put to good use.
Facility Group      := Romulan Technology
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 568
Cost Minerals       := 15000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 9%.
Ability 1 Val 1     := 9
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 9%.
Ability 2 Val 1     := 9
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 9%.
Ability 3 Val 1     := 9
Ability 3 Val 2     := 0

Name                := Romulan Star Academy I
Description         := Military Academy dedicated to training ship's crews and making them better.
Facility Group      := Romulan Technology
Facility Family     := 92
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 531
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Romulan Star Academy II
Description         := Military Academy dedicated to training ship's crews and making them better.
Facility Group      := Romulan Technology
Facility Family     := 92
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 531
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Romulan Star Academy III
Description         := Military Academy dedicated to training ship's crews and making them better.
Facility Group      := Romulan Technology
Facility Family     := 92
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 531
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 4% each turn up to 6%.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 6

Name                := Romulan Command Center I
Description         := Centeral command for a system.
Facility Group      := Romulan Technology
Facility Family     := 94
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 530
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Romulan Command Center II
Description         := Centeral command for a system.
Facility Group      := Romulan Technology
Facility Family     := 94
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 530
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 5%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 5
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 10% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Romulan Command Center III
Description         := Centeral command for a system.
Facility Group      := Romulan Technology
Facility Family     := 94
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 530
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 5% each turn up to 6%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 6
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 15% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0

Name                := Romulan Subspace Telescope I
Description         := Facility designed for long range scanning of a system that generates Intelligence Points.
Facility Group      := Romulan Technology
Facility Family     := 52
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 526
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 5 sectors away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 100 intelligence points each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0

Name                := Romulan Subspace Telescope II
Description         := Facility designed for long range scanning of a system that generates Intelligence Points.
Facility Group      := Romulan Technology
Facility Family     := 52
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 526
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 5 sectors away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 200 intelligence points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Romulan Subspace Telescope III
Description         := Facility designed for long range scanning of a system that generates Intelligence Points.
Facility Group      := Romulan Technology
Facility Family     := 52
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 526
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 2
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 5 sectors away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 300 intelligence points each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0

Name                := Resource Harvester I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Tholian Technology
Facility Family     := 76
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 555
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 300 organics each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 400 radioactives each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0

Name                := Resource Harvester II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Tholian Technology
Facility Family     := 76
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 555
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 400 organics each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 500 radioactives each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0

Name                := Resource Harvester III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Tholian Technology
Facility Family     := 76
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 555
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 600 organics each turn.
Ability 2 Val 1     := 600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 700 radioactives each turn.
Ability 3 Val 1     := 700
Ability 3 Val 2     := 0

Name                := Resource Harvester IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Tholian Technology
Facility Family     := 76
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 555
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 700 organics each turn.
Ability 2 Val 1     := 700
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0

Name                := Resource Harvester V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Tholian Technology
Facility Family     := 76
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 555
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0

Name                := Radioactives System Extractor I
Description         := One per system, improves Radioactive extraction process.
Facility Group      := Tholian Technology
Facility Family     := 18
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 557
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Radioactives System Extractor II
Description         := One per system, improves Radioactive extraction process.
Facility Group      := Tholian Technology
Facility Family     := 18
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 557
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Radioactives System Extractor III
Description         := One per system, improves Radioactive extraction process.
Facility Group      := Tholian Technology
Facility Family     := 18
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 557
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Tholian Research Network I
Description         := Center of Tholian Research and Design.
Facility Group      := Tholian Technology
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 567
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Tholian Research Network II
Description         := Center of Tholian Research and Design.
Facility Group      := Tholian Technology
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 567
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Tholian Research Network III
Description         := Center of Tholian Research and Design.
Facility Group      := Tholian Technology
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 567
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Tholian Research Network IV
Description         := Center of Tholian Research and Design.
Facility Group      := Tholian Technology
Facility Family     := 23
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 567
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Tholian Research Network V
Description         := Center of Tholian Research and Design.
Facility Group      := Tholian Technology
Facility Family     := 23
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 567
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 25%.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Tholian Training Center I
Description         := Military Academy dedicated to training ship's crews and making them better.
Facility Group      := Tholian Technology
Facility Family     := 92
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 566
Cost Minerals       := 6000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 4%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 4

Name                := Tholian Training Center II
Description         := Military Academy dedicated to training ship's crews and making them better.
Facility Group      := Tholian Technology
Facility Family     := 92
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 566
Cost Minerals       := 6000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 4% each turn up to 7%.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 7

Name                := Tholian Training Center III
Description         := Military Academy dedicated to training ship's crews and making them better.
Facility Group      := Tholian Technology
Facility Family     := 92
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 566
Cost Minerals       := 6000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 7% each turn up to 9%.
Ability 1 Val 1     := 7
Ability 1 Val 2     := 9

Name                := Tholian Command Complex I
Description         := Centeral command for a system.
Facility Group      := Tholian Technology
Facility Family     := 94
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 565
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Tholian Command Complex II
Description         := Centeral command for a system.
Facility Group      := Tholian Technology
Facility Family     := 94
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 565
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 5%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Tholian Command Complex III
Description         := Centeral command for a system.
Facility Group      := Tholian Technology
Facility Family     := 94
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 565
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 5% each turn up to 6%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 6
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := GR Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 506
Cost Minerals       := 1200
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Facility Tech
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := GR Research Center II
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 506
Cost Minerals       := 1700
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Facility Tech
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := GR Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 506
Cost Minerals       := 2200
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Facility Tech
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := GR Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 507
Cost Minerals       := 1200
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Facility Tech
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := GR Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 507
Cost Minerals       := 1700
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Facility Tech
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1200 intelligence points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := GR Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 507
Cost Minerals       := 2200
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Facility Tech
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1400 intelligence points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Resource Nexus 
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 72
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 50
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Borg Monster Tech
Tech Level Req 1    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := interesting resource center
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 1200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 1500
Ability 5 Val 2     := 0
Ability 6 Type      := Generate Points Minerals
Ability 6 Descr     := 
Ability 6 Val 1     := 30000
Ability 6 Val 2     := 0
Ability 7 Type      := Generate Points Organics
Ability 7 Descr     := 
Ability 7 Val 1     := 30000
Ability 7 Val 2     := 0
Ability 8 Type      := Generate Points Radioactives
Ability 8 Descr     := 
Ability 8 Val 1     := 30000
Ability 8 Val 2     := 0
Ability 9 Type      := Generate Points Research
Ability 9 Descr     := 
Ability 9 Val 1     := 15000
Ability 9 Val 2     := 0

Name                := Legacy Infrastructure
Description         := Vast cities and highly efficient resource extraction systems built up over the ages.
Facility Group      := Legacy Facilities
Facility Family     := 100
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 178
Cost Minerals       := 250000
Cost Organics       := 250000
Cost Radioactives   := 250000
Number of Tech Req  := 0
Number of Abilities := 11
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Produces 2000 minerals each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Produces 2000 organics each turn.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Produces 2000 radioactives each turn.
Ability 3 Val 1     := 2000
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1500 research points each turn.
Ability 4 Val 1     := 1500
Ability 4 Val 2     := 0
Ability 5 Type      := Space Yard
Ability 5 Descr     := Can construct with 500 minerals per turn.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 500
Ability 6 Type      := Space Yard
Ability 6 Descr     := Can construct with 500 organics per turn.
Ability 6 Val 1     := 2
Ability 6 Val 2     := 500
Ability 7 Type      := Space Yard
Ability 7 Descr     := Can construct with 500 radioactives per turn.
Ability 7 Val 1     := 3
Ability 7 Val 2     := 500
Ability 8 Type      := Component Repair
Ability 8 Descr     := Can repair 1 component per turn.
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0
Ability 9 Type      := Supply Generation
Ability 9 Descr     := Can generate unlimited supplies each turn for ships.
Ability 9 Val 1     := 0
Ability 9 Val 2     := 0
Ability 10 Type      := Spaceport
Ability 10 Descr     := Acts as a spaceport for this system.
Ability 10 Val 1     := 0
Ability 10 Val 2     := 0
Ability 11 Type      := Cargo Storage
Ability 11 Descr     := Provides 20000 extra unit spaces on a planet.
Ability 11 Val 1     := 20000
Ability 11 Val 2     := 0

Name                := Highly Industrialized Region
Description         := Efficiently organized production and urban centers.
Facility Group      := Legacy Facilities
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 177
Cost Minerals       := 50000
Cost Organics       := 50000
Cost Radioactives   := 50000
Number of Tech Req  := 0
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Produces 1250 minerals each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Produces 1250 organics each turn.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Produces 1250 radioactives each turn.
Ability 3 Val 1     := 1250
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1000 research points each turn.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Spaceport
Ability 5 Descr     := Acts as a spaceport for this system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 10000 extra unit spaces on a planet.
Ability 6 Val 1     := 10000
Ability 6 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 0
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 750 minerals each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2000 minerals for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 850 minerals each turn.
Ability 1 Val 1     := 850
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2500 minerals for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 0
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 3000 minerals for an empire.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 0
Cost Organics       := 3000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1250 minerals each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 4000 minerals for an empire.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 0
Cost Organics       := 3500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1500 minerals each turn.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 5000 minerals for an empire.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 0
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 750 organics each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 4 Val 1     := 5000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 850 organics each turn.
Ability 1 Val 1     := 850
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2500 organics for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 4 Val 1     := 5000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 0
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 3000 organics for an empire.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 4 Val 1     := 5000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 0
Cost Organics       := 3000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1250 organics each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 4000 organics for an empire.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 4 Val 1     := 5000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 0
Cost Organics       := 3500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1500 organics each turn.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 5000 organics for an empire.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 02
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 4 Val 1     := 5000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 0
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 750 radioactives each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2000 radioactives for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 850 radioactives each turn.
Ability 1 Val 1     := 850
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2500 radioactives for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 0
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 3000 radioactives for an empire.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 0
Cost Organics       := 3000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1250 radioactives each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 4000 radioactives for an empire.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 0
Cost Organics       := 3500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1500 radioactives each turn.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 5000 radioactives for an empire.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     :=
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Science
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 0
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 04
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Science
Facility Family     := 5
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 04
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Science
Facility Family     := 5
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 0
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 750 research points each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 04
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Science
Facility Family     := 5
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 0
Cost Organics       := 3000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 04
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Science
Facility Family     := 5
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 0
Cost Organics       := 3500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1250 research points each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 04
Ability 2 Descr     :=
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 0
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 0
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 750 intelligence points each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 0
Cost Organics       := 3000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 0
Cost Organics       := 3500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1250 intelligence points each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0

Name                := Military Outpost I
Description         := A secure facility containing barracks, armories, warehouses and a command post capable of organizing and deploying a small standing army.
Facility Group      := Military
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 40000 extra unit spaces on a planet.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Military Outpost II
Description         := A secure facility containing barracks, armories, warehouses and a command post capable of organizing and deploying a large standing army.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 65000 extra unit spaces on a planet.
Ability 1 Val 1     := 65000
Ability 1 Val 2     := 0

Name                := Military Outpost III
Description         := A secure facility containing barracks, armories, warehouses and a command post capable of organizing and deploying a huge standing army.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 100000 extra unit spaces on a planet.
Ability 1 Val 1     := 100000
Ability 1 Val 2     := 0

Name                := Repair Yard Facility I
Description         := Large construction facility which allows the rapid repair of ships in space.
Facility Group      := Ship Support
Facility Family     := 39
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ship Repair
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 3 component per turn.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0

Name                := Repair Yard Facility II
Description         := Large construction facility which allows the rapid repair of ships in space.
Facility Group      := Ship Support
Facility Family     := 39
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ship Repair
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 5 component per turn.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0

Name                := Repair Yard Facility III
Description         := Large construction facility which allows the rapid repair of ships in space.
Facility Group      := Ship Support
Facility Family     := 39
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ship Repair
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 9 component per turn.
Ability 1 Val 1     := 9
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0

Name                := Repair Yard Facility IV
Description         := Large construction facility which allows the rapid repair of ships in space.
Facility Group      := Ship Support
Facility Family     := 39
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ship Repair
Tech Level Req 1    := 7
Number of Abilities := 2
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 15 component per turn.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0

Name                := Repair Yard Facility V
Description         := Large construction facility which allows the rapid repair of ships in space.
Facility Group      := Ship Support
Facility Family     := 39
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 0
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ship Repair
Tech Level Req 1    := 9
Number of Abilities := 2
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 25 component per turn.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra unit spaces on a planet.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0

Name                := Training Academy Classrooms I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Military Training
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Ship Training
Ability 1 Descr     := Crews in this sector are trained up to 3% experience (Requires Academy Labs).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 3
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0

Name                := Training Academy Classrooms II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Military Training
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Ship Training
Ability 1 Descr     := Crews in this sector are trained up to 5% experience (Requires Academy Labs).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 5
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0

Name                := Training Academy Classrooms III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Military Training
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Ship Training
Ability 1 Descr     := Crews in this sector are trained up to 8% experience (Requires Academy Labs).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 8
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0

Name                := Training Academy Classrooms IV
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Military Training
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Ship Training
Ability 1 Descr     := Crews in this sector are trained up to 10% experience (Requires Academy Labs).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 10
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0

Name                := Training Academy Labs
Description         := Practical application of Classroom knowledge turns it into experience.
Facility Group      := Ship Support
Facility Family     := 54
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Military Training
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Ship Training
Ability 1 Descr     := Crews in this sector learn at a rate of 1% per turn (Requires Academy Classroooms).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 10000 extra unit spaces on a planet.
Ability 2 Val 1     := 10000
Ability 2 Val 2     := 0

Name                := System Clinics (Class-I)
Description         := A network of small medical facilities capable of curing the most common natural diseases.
Facility Group      := Medical
Facility Family     := 99
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 200 research points each turn.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := System Hospitals (Class-II)
Description         := A network of large medical facilities capable of curing most known diseases.
Facility Group      := Medical
Facility Family     := 98
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 16000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 250 research points each turn.
Ability 4 Val 1     := 250
Ability 4 Val 2     := 0

Name                := System Medical Complex (Class-III)
Description         := Advanced medical center which innoculates the population, and can cure known natural diseases in addition to simple genetically modified versions of them.
Facility Group      := Medical
Facility Family     := 97
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 32000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 300 research points each turn.
Ability 4 Val 1     := 300
Ability 4 Val 2     := 0

Name                := System Biohazard Laboratories (Class-IV)
Description         := Advanced medical research center which can rapidly analyse engineered plagues and innoculate the population of a system.
Facility Group      := Medical
Facility Family     := 96
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 48000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 4 plagues in this system.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 400 research points each turn.
Ability 4 Val 1     := 400
Ability 4 Val 2     := 0

Name                := Advanced System Biohazard Laboratories (Class-V)
Description         := Advanced medical research center which can rapidly analyse any contagion and innoculate the population of a system.
Facility Group      := Medical
Facility Family     := 95
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 64000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 5
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 5 plagues in this system.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 500 research points each turn.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0

Name                := Biocrystals Factory I
Description         := Large-scale factory that can manufacture biocrystals.
Facility Group      := Resource Extraction
Facility Family     := 59
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Organic Technology
Tech Level Req 3    := 1
Tech Area Req 4     := Crystalline Technology
Tech Level Req 4    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The biocrystals manufactured here are worth up to 1000 minerals.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := The biocrystals manufactured here are worth up to 1000 organics.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Biocrystals Factory II
Description         := Large-scale factory that can manufacture biocrystals.
Facility Group      := Resource Extraction
Facility Family     := 59
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Organic Technology
Tech Level Req 3    := 2
Tech Area Req 4     := Crystalline Technology
Tech Level Req 4    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The biocrystals manufactured here are worth up to 1250 minerals.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := The biocrystals manufactured here are worth up to 1250 organics.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0

Name                := Biocrystals Factory III
Description         := Large-scale factory that can manufacture biocrystals.
Facility Group      := Resource Extraction
Facility Family     := 59
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 3
Tech Area Req 3     := Organic Technology
Tech Level Req 3    := 3
Tech Area Req 4     := Crystalline Technology
Tech Level Req 4    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The biocrystals manufactured here are worth up to 1500 minerals.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := The biocrystals manufactured here are worth up to 1500 organics.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0

Name                := Chronosteel Manufacturing Plant I
Description         := Factory that manufactures chronosteel. This alloy is very strong and in minor temporal flux.
Facility Group      := Resource Extraction
Facility Family     := 60
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Temporal Technology
Tech Level Req 3    := 1
Tech Area Req 4     := Crystalline Technology
Tech Level Req 4    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The chronosteel manufactured here is worth up to 1000 minerals.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := The chronosteel manufactured here is worth up to 1000 radioactives.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Chronosteel Manufacturing Plant II
Description         := Factory that manufactures chronosteel. This alloy is very strong and in minor temporal flux.
Facility Group      := Resource Extraction
Facility Family     := 60
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Temporal Technology
Tech Level Req 3    := 2
Tech Area Req 4     := Crystalline Technology
Tech Level Req 4    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The chronosteel manufactured here is worth up to 1250 minerals.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := The chronosteel manufactured here is worth up to 1250 radioactives.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0

Name                := Chronosteel Manufacturing Plant III
Description         := Factory that manufactures chronosteel. This alloy is very strong and in minor temporal flux.
Facility Group      := Resource Extraction
Facility Family     := 60
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 3
Tech Area Req 3     := Temporal Technology
Tech Level Req 3    := 3
Tech Area Req 4     := Crystalline Technology
Tech Level Req 4    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The chronosteel manufactured here is worth up to 1500 minerals.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := The chronosteel manufactured here is worth up to 1500 radioactives.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0

Name                := Bioreactors Growing Center I
Description         := Growing chambers for bioreactors. Bioreactors are large blobs of organic material that generate a minor temporal flux around themselves through bio-temporal reactions within them.
Facility Group      := Resource Extraction
Facility Family     := 61
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Organic Technology
Tech Level Req 3    := 1
Tech Area Req 4     := Temporal Technology
Tech Level Req 4    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := The bioreactors manufactured here are worth up to 1000 organics.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := The bioreactors manufactured here are worth up to 1000 radioactives.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Bioreactors Growing Center II
Description         := Growing chambers for bioreactors. Bioreactors are large blobs of organic material that generate a minor temporal flux around themselves through bio-temporal reactions within them.
Facility Group      := Resource Extraction
Facility Family     := 61
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Organic Technology
Tech Level Req 3    := 2
Tech Area Req 4     := Temporal Technology
Tech Level Req 4    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := The bioreactors manufactured here are worth up to 1250 organics.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := The bioreactors manufactured here are worth up to 1250 radioactives.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0

Name                := Bioreactors Growing Center III
Description         := Growing chambers for bioreactors. Bioreactors are large blobs of organic material that generate a minor temporal flux around themselves through bio-temporal reactions within them.
Facility Group      := Resource Extraction
Facility Family     := 61
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 3
Tech Area Req 3     := Organic Technology
Tech Level Req 3    := 3
Tech Area Req 4     := Temporal Technology
Tech Level Req 4    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := The bioreactors manufactured here are worth up to 1500 organics.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := The bioreactors manufactured here are worth up to 1500 radioactives.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0

Name                := Tritanium Factory
Description         := Large factory that can manufacture tritanium, an alloy between carbonic steel and titanium.
Facility Group      := Resource Extraction
Facility Family     := 62
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 7000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The factory will manufacture an amount of tritanium equal to 1000 minerals.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Minerals
Ability 2 Descr     := The factory will boost mineral generation in this system by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Component Repair
Ability 3 Descr     := This factory can be used to manufacture up to eight components per turn for ships needing repairs.
Ability 3 Val 1     := 8
Ability 3 Val 2     := 0

Name                := Bio-Center
Description         := Large bionic factory that can create organic materials of any size, type and shape.
Facility Group      := Resource Extraction
Facility Family     := 63
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 2000
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := This reactor can generate up to 1000 units of organics.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := This reactor will boost system organics production by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population - System
Ability 3 Descr     := 10M people will mature in the growth chambers per turn and spread out across the system.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Nuclear Reactor
Description         := Large-scale nuclear reactor that can generate large amounts of power.
Facility Group      := Resource Extraction
Facility Family     := 64
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 10
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := This reactor can generate up to 1000 units of radioactive materials.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Radioactives
Ability 2 Descr     := This reactor will boost system radioactives production by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Supply Generation
Ability 3 Descr     := This reactor will charge the batteries of any ship passing through its sector.
Ability 3 Val 1     := 
Ability 3 Val 2     := 

Name                := Ship Training Facility MkI
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := The crews of ships in this sector will receive 1% experience per strategic time unit. The maximum amount of experience that can be obtained in this way is 25%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 25

Name                := Ship Training Facility MkII
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := The crews of ships in this sector will receive 2% experience per strategic time unit. The maximum amount of experience that can be obtained in this way is 30%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 30

Name                := Ship Training Facility MkIII
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := The crews of ships in this sector will receive 3% experience per strategic time unit. The maximum amount of experience that can be obtained in this way is 40%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 40

Name                := Fleet Training Facility MkI
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 29
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := The crews of fleets in this sector will receive 1% experience per strategic time unit. The maximum amount of experience that can be obtained in this way is 25%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 25

Name                := Fleet Training Facility MkII
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 29
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := The crews of ships in this sector will receive 2% experience per strategic time unit. The maximum amount of experience that can be obtained in this way is 30%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 30

Name                := Fleet Training Facility MkIII
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 29
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := The crews of ships in this sector will receive 3% experience per strategic time unit. The maximum amount of experience that can be obtained in this way is 40%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 40

Name                := Crystalline Growth Yard I
Description         := Large space yard which can construct with large amounts of mineral crystals, but less organics and radioactives.
Facility Group      := Space Yard
Facility Family     := 70
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 72
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Crystalline Growth Yard II
Description         := Large space yard which can construct with large amounts of mineral crystals, but less organics and radioactives.
Facility Group      := Space Yard
Facility Family     := 70
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 72
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 7500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 7500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Crystalline Growth Yard III
Description         := Large space yard which can construct with large amounts of mineral crystals, but less organics and radioactives.
Facility Group      := Space Yard
Facility Family     := 70
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 72
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 10000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Organic Maturation Yard I
Description         := Large space yard which can construct with large amounts of organics, but less minerals and radioactives.
Facility Group      := Space Yard
Facility Family     := 71
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Organic Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 5000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 5000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Organic Maturation Yard II
Description         := Large space yard which can construct with large amounts of organics, but less minerals and radioactives.
Facility Group      := Space Yard
Facility Family     := 71
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Organic Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 7500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 7500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Organic Maturation Yard III
Description         := Large space yard which can construct with large amounts of organics, but less minerals and radioactives.
Facility Group      := Space Yard
Facility Family     := 71
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Organic Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 10000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 10000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := ChronoYard I
Description         := Large space yard which can construct with large amounts of radioactives, but less minerals and organics.
Facility Group      := Space Yard
Facility Family     := 72
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 5000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 5000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := ChronoYard II
Description         := Large space yard which can construct with large amounts of radioactives, but less minerals and organics.
Facility Group      := Space Yard
Facility Family     := 72
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 7500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 7500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := ChronoYard III
Description         := Large space yard which can construct with large amounts of radioactives, but less minerals and organics.
Facility Group      := Space Yard
Facility Family     := 72
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 10000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 10000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Generate items which previously required dedicated facilities to manufacture them.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 12000
Cost Organics       := 3000
Cost Radioactives   := 6000
Number of Tech Req  := 4
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := Physics
Tech Level Req 2    := 2
Tech Area Req 3     := Astrophysics
Tech Level Req 3    := 2
Tech Area Req 4     := Computers
Tech Level Req 4    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generate 300 Minerals each turn.
Ability 1 Val 1     := 300  
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Radioactives
Ability 2 Descr     := Generate 300 Radioactives each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Generate 300 Organics each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0

Name                := Industrial Replicator II
Description         := Generate items which previously required dedicated facilities to manufacture them.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 12000
Cost Organics       := 3000
Cost Radioactives   := 6000
Number of Tech Req  := 4
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := Physics
Tech Level Req 2    := 2
Tech Area Req 3     := Astrophysics
Tech Level Req 3    := 2
Tech Area Req 4     := Computers
Tech Level Req 4    := 2
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generate 550 Minerals each turn.
Ability 1 Val 1     := 550  
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Radioactives
Ability 2 Descr     := Generate 550 Radioactives each turn.
Ability 2 Val 1     := 550
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Generate 550 Organics each turn.
Ability 3 Val 1     := 550
Ability 3 Val 2     := 0

Name                := Industrial Replicator III
Description         := Generate items which previously required dedicated facilities to manufacture them.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 12000
Cost Organics       := 3000
Cost Radioactives   := 6000
Number of Tech Req  := 4
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := Physics
Tech Level Req 2    := 2
Tech Area Req 3     := Astrophysics
Tech Level Req 3    := 2
Tech Area Req 4     := Computers
Tech Level Req 4    := 3
Number of Abilities := 3
Ability 1 Type      := Generate Points Minerals
Ability 1 Descr     := Generate 800 Minerals each turn.
Ability 1 Val 1     := 800  
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Radioactives
Ability 2 Descr     := Generate 800 Radioactives each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Generate 800 Organics each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0





Name                := Terran Command Center
Description         := Acts as a spaceport and a resupply depot.
Facility Group      := Starcraft buidings
Facility Family     := 900
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 50000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Terran
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Spaceport
Ability 1 Descr     := 
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Supply Generation
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Terran SCV I
Description         := SCV are small exosquelets used to help workers.
Facility Group      := Starcraft buidings
Facility Family     := 901
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 1
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Terrans are mineral based civilisation. so are they ten times more efficients in mining.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

Name                := Terran SCV II
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 901
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 1
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Terrans are mineral based civilisation. so are they ten times more efficients in mining.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0

Name                := Terran SCV III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 901
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 1
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Terrans are mineral based civilisation. so are they ten times more efficients in mining.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0

Name                := Terran SCV IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 901
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 1
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Terrans are mineral based civilisation. so are they ten times more efficients in mining.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0

Name                := Terran SCV V
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 901
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 1
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Terrans are mineral based civilisation. so are they ten times more efficients in mining.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0

Name                := Terran Barracks Center I
Description         := Barracks center is a place where terrans store minerals waiting for use.
Facility Group      := Starcraft buidings
Facility Family     := 902
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Barracks
Tech Level Req 1    := 1
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Mineral space yard for +100
Ability 1 Val 1     := 1
Ability 1 Val 2     := 100
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := 1000 Storage points for mins are available.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Minerals
Ability 3 Descr     := Mineral extraction is 5% enhanced.
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Terran Barracks II
Description         := Barracks center is a place where terrans store minerals waiting for use.
Facility Group      := Starcraft buidings
Facility Family     := 902
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Barracks
Tech Level Req 1    := 2
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Mineral space yard for +200
Ability 1 Val 1     := 1
Ability 1 Val 2     := 200
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := 2000 Storage points for mins are available.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Minerals
Ability 3 Descr     := Mineral extraction is 10% enhanced.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Terran Barracks III
Description         := Barracks center is a place where terrans store minerals waiting for use.
Facility Group      := Starcraft buidings
Facility Family     := 902
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Barracks
Tech Level Req 1    := 3
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Mineral space yard for +300
Ability 1 Val 1     := 1
Ability 1 Val 2     := 300
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := 3000 Storage points for mins are available.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Minerals
Ability 3 Descr     := Mineral extraction is 15% enhanced.
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Terran Barracks IV
Description         := Barracks center is a place where terrans store minerals waiting for use.
Facility Group      := Starcraft buidings
Facility Family     := 902
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Barracks
Tech Level Req 1    := 4
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Mineral space yard for +400
Ability 1 Val 1     := 1
Ability 1 Val 2     := 400
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := 4000 Storage points for mins are available.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Minerals
Ability 3 Descr     := Mineral extraction is 20% enhanced.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Terran Barracks V
Description         := Barracks center is a place where terrans store minerals waiting for use.
Facility Group      := Starcraft buidings
Facility Family     := 902
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Barracks
Tech Level Req 1    := 5
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Mineral space yard for +500
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := 5000 Storage points for mins are available.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Minerals
Ability 3 Descr     := Mineral extraction is 25% enhanced.
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0

Name                := Terran Factory I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 903
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 1
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Mineral space yard for +1000
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000

Name                := Terran Factory II
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 903
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 2
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Mineral space yard for +2000
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000

Name                := Terran Factory III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 903
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 3
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Mineral space yard for +3000
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000

Name                := Terran Factory IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 903
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 4
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Mineral space yard for +4000
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4000

Name                := Terran Factory V
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 903
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 5
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Mineral space yard for +5000
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5000

Name                := Academy
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 904
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 4000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 1
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 5000 research points.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Engeneering Bay
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 904
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 4500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 2
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 10000 research points.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Armory
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 904
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 3
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 15000 research points.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0

Name                := Science Facility
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 904
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 4
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 20000 research points.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Secret Research Centers
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 904
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 5
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 50000 research points.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Terran Cover-Ops
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 905
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 4000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 1
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 5000 research points.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Terran Advanced Cover-Ops
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 905
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 4500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 2
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 10000 intelligence points.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Terran Cover-Ops Training Center
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 905
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 3
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 15000 intelligence points.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0

Name                := Terran Cover-Ops Command Center Add-on
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 905
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 4
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 20000 intelligence points.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Terran Ghost Cover-Ops Academy
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 905
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 5
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 50000 intelligence points.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Terran Armor Studies Center I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 906
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Terran Armoring
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Emissive Armor
Ability 1 Descr     := This defensive facility can negate 400 damages on planet.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Ground Defense
Ability 2 Descr     := This center provides advanced armors to defensive troops based on this planet.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Armor
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Terran Armor Studies Center II
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 906
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Terran Armoring
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Emissive Armor
Ability 1 Descr     := This defensive facility can negate 800 damages on planet.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Ground Defense
Ability 2 Descr     := This center provides advanced armors to defensive troops based on this planet.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Armor
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Terran Armor Studies Center III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 906
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Terran Armoring
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Emissive Armor
Ability 1 Descr     := This defensive facility can negate 1200 damages on planet.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Ground Defense
Ability 2 Descr     := This center provides advanced armors to defensive troops based on this planet.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Armor
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Terran Armor Studies Center IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 906
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Terran Armoring
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Emissive Armor
Ability 1 Descr     := This defensive facility can negate 1600 damages on planet.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Ground Defense
Ability 2 Descr     := This center provides advanced armors to defensive troops based on this planet.
Ability 2 Val 1     := 40
Ability 2 Val 2     := 0
Ability 3 Type      := Armor
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Terran Armor Studies Center V
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 906
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Terran Armoring
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Emissive Armor
Ability 1 Descr     := This defensive facility can negate 2000 damages on planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Ground Defense
Ability 2 Descr     := This center provides advanced armors to defensive troops based on this planet.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Armor
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Supply Center I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 907
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 6
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 1
Ability 3 Val 2     := 10
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 10
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0

Name                := Supply Center I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 907
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 7
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 40
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 2
Ability 3 Val 2     := 20
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 2
Ability 4 Val 2     := 20
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0

Name                := Supply Center III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 907
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 8
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 3
Ability 3 Val 2     := 30
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 3
Ability 4 Val 2     := 30
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0

Name                := Supply Center IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 907
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 9
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 4
Ability 3 Val 2     := 40
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 4
Ability 4 Val 2     := 40
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 20
Ability 5 Val 2     := 0

Name                := Supply Center V
Description         :=
Facility Group      := Starcraft buidings
Facility Family     := 907
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 10
Tech Area Req 2     := Terran
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 5
Ability 3 Val 2     := 50
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 5
Ability 4 Val 2     := 50
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 25
Ability 5 Val 2     := 0

Name                := Zerg Lair
Description         := Acts as a spaceport and a resupply depot.
Facility Group      := Starcraft buidings
Facility Family     := 920
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 50000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Zerg
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Spaceport
Ability 1 Descr     := 
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Supply Generation
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Zerg Drone I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 921
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 0
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 1
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

Name                := Zerg Drone II
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 921
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 0
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 2
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0

Name                := Zerg Drone III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 921
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 0
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 3
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0

Name                := Zerg Drone IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 921
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 0
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 4
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0

Name                := Zerg Drone V
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 921
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 0
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 5
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0

Name                := Zerg Den I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 922
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Barracks
Tech Level Req 1    := 1
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Organic space yard for +100
Ability 1 Val 1     := 2
Ability 1 Val 2     := 100
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := 1000 Storage points for orgs are available.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Organics
Ability 3 Descr     := Organic extraction is 5% enhanced.
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Zerg Den II
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 922
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 00
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Barracks
Tech Level Req 1    := 2
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Organic space yard for +200
Ability 1 Val 1     := 2
Ability 1 Val 2     := 200
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := 2000 Storage points for orgs are available.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Organics
Ability 3 Descr     := Organic extraction is 10% enhanced.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Zerg Den III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 922
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Barracks
Tech Level Req 1    := 3
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Organic space yard for +300
Ability 1 Val 1     := 2
Ability 1 Val 2     := 300
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := 3000 Storage points for orgs are available.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Organics
Ability 3 Descr     := Organic extraction is 15% enhanced.
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Zerg Den IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 922
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Barracks
Tech Level Req 1    := 4
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Organic space yard for +400
Ability 1 Val 1     := 2
Ability 1 Val 2     := 400
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := 4000 Storage points for orgs are available.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Organics
Ability 3 Descr     := Organic extraction is 20% enhanced.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Zerg Den V
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 922
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Barracks
Tech Level Req 1    := 5
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Organic space yard for +500
Ability 1 Val 1     := 2
Ability 1 Val 2     := 500
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := 5000 Storage points for orgs are available.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Organics
Ability 3 Descr     := Organic extraction is 25% enhanced.
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0

Name                := Zerg Spire I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 923
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 1
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Organics space yard for +1000
Ability 1 Val 1     := 2
Ability 1 Val 2     := 1000

Name                := Zerg Spire II
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 923
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 2
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Organics space yard for +2000
Ability 1 Val 1     := 2
Ability 1 Val 2     := 2000

Name                := Zerg Spire III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 923
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 3
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Organics space yard for +3000
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3000

Name                := Zerg Spire IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 923
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 4
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Organics space yard for +4000
Ability 1 Val 1     := 2
Ability 1 Val 2     := 4000

Name                := Zerg Spire V
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 923
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 5
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Organics space yard for +5000
Ability 1 Val 1     := 2
Ability 1 Val 2     := 5000

Name                := Hydralisk Den
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 924
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 4000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 1
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 5000 research points.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Mutation Chamber
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 924
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 4500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 2
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 10000 research points.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Queen Nest
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 924
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 3
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 15000 research points.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0

Name                := Ultralisk Cavern
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 924
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 4
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 20000 research points.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Secret Research Centers
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 924
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 6000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 5
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 50000 research points.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Zerg Cover-Ops
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 925
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 4000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 1
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 5000 intelligence points.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Zerg Advanced Cover-Ops
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 925
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 4500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 2
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 10000 intelligence points.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Zerg Cover-Ops Evolution Center
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 925
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 3
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 15000 intelligence points.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0

Name                := Zerg Lair Spawned Cover-Ops 
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 925
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 4
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 20000 intelligence points.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Zerg Infiltrator Cover-Ops Academy
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 925
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 6000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 5
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 50000 intelligence points.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Zerg Regeneration System I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 926
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 15000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Zerg Regeneration
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := This Facility can repair 5 Comps and enhances orgs production and planet orgs value.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Organics Value
Ability 3 Descr     := 
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Zerg Regeneration System II
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 926
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 15000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Zerg Regeneration
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := This Facility can repair 10 Comps and enhances orgs production and planet orgs value.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Organics Value
Ability 3 Descr     := 
Ability 3 Val 1     := 4
Ability 3 Val 2     := 0

Name                := Zerg Regeneration System III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 926
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 15000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Zerg Regeneration
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := This Facility can repair 15 Comps and enhances orgs production and planet orgs value.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Organics Value
Ability 3 Descr     := 
Ability 3 Val 1     := 6
Ability 3 Val 2     := 0

Name                := Zerg Regeneration System IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 926
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 15000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Zerg Regeneration
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := This Facility can repair 20 Comps and enhances orgs production and planet orgs value.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Organics Value
Ability 3 Descr     := 
Ability 3 Val 1     := 8
Ability 3 Val 2     := 0

Name                := Zerg Regeneration System V
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 926
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 15000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Zerg Regeneration
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := This Facility can repair 25 Comps and enhances orgs production and planet orgs value.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Organics Value
Ability 3 Descr     := 
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Creep Colony I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 927
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 6
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 1
Ability 3 Val 2     := 10
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 10
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0

Name                := Creep Colony II
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 927
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 7
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 40
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 2
Ability 3 Val 2     := 20
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 2
Ability 4 Val 2     := 20
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0

Name                := Creep Colony III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 927
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 8
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 3
Ability 3 Val 2     := 30
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 3
Ability 4 Val 2     := 30
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0

Name                := Creep Colony IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 927
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 9
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 4
Ability 3 Val 2     := 40
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 4
Ability 4 Val 2     := 40
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 20
Ability 5 Val 2     := 0

Name                := Creep Colony V
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 927
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 10
Tech Area Req 2     := Zerg
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 5
Ability 3 Val 2     := 50
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 5
Ability 4 Val 2     := 50
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 25
Ability 5 Val 2     := 0

Name                := Protoss Nexus
Description         := Acts as a spaceport and a resupply depot.
Facility Group      := Starcraft buidings
Facility Family     := 940
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 50000
Number of Tech Req  := 1
Tech Area Req 1     := Protoss
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Spaceport
Ability 1 Descr     := 
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Supply Generation
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Protoss Probe I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 941
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 1
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0

Name                := Protoss Probe II
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 941
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 2
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2000
Ability 3 Val 2     := 0

Name                := Protoss Probe III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 941
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 3
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 3000
Ability 3 Val 2     := 0

Name                := Protoss Probe IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 941
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 4
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 4000
Ability 3 Val 2     := 0

Name                := Protoss Probe V
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 941
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 5
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 5000
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Protoss Warpgate I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 942
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Barracks
Tech Level Req 1    := 1
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Radioactives space yard for +100
Ability 1 Val 1     := 3
Ability 1 Val 2     := 100
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := 1000 Storage points for rads are available.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Radioactive extraction is 5% enhanced.
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Protoss Warpgate II
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 942
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Barracks
Tech Level Req 1    := 2
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Radioactives space yard for +200
Ability 1 Val 1     := 3
Ability 1 Val 2     := 200
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := 2000 Storage points for rads are available.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Radioactive extraction is 10% enhanced.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Protoss Warpgate III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 942
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Barracks
Tech Level Req 1    := 3
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Radioactives space yard for +300
Ability 1 Val 1     := 3
Ability 1 Val 2     := 300
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := 3000 Storage points for rads are available.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Radioactive extraction is 15% enhanced.
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Protoss Warpgate IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 942
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Barracks
Tech Level Req 1    := 4
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Radioactives space yard for +400
Ability 1 Val 1     := 3
Ability 1 Val 2     := 400
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := 4000 Storage points for rads are available.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Radioactive extraction is 20% enhanced.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Protoss Warpgate V
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 942
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Barracks
Tech Level Req 1    := 5
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Radioactives space yard for +500
Ability 1 Val 1     := 3
Ability 1 Val 2     := 500
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := 5000 Storage points for rads are available.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Radioactive extraction is 25% enhanced.
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0

Name                := Protoss Stargate I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 943
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 1
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Radioactives space yard for +1000
Ability 1 Val 1     := 3
Ability 1 Val 2     := 1000

Name                := Protoss Stargate II
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 943
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 2
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Radioactives space yard for +2000
Ability 1 Val 1     := 3
Ability 1 Val 2     := 2000

Name                := Protoss Stargate III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 943
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 3
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Radioactives space yard for +3000
Ability 1 Val 1     := 3
Ability 1 Val 2     := 3000

Name                := Protoss Stargate IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 943
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 4
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Radioactives space yard for +4000
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4000

Name                := Protoss Stargate V
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 943
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Factories
Tech Level Req 1    := 5
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Space Yard
Ability 1 Descr     := Radioactives space yard for +5000
Ability 1 Val 1     := 3
Ability 1 Val 2     := 5000

Name                := Forge
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 944
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 1
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 5000 research points.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cybernetics Core
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 944
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 4500
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 2
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 10000 research points.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Observatory
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 944
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 3
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 15000 research points.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0

Name                := Citadel of Adun
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 944
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5500
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 4
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 20000 research points.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Secret Research Centers
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 944
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Research Centers
Tech Level Req 1    := 5
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := This center generates 50000 research points.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Protoss Cover-Ops
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 945
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 1
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 5000 intelligence points.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Protoss Advanced Cover-Ops
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 945
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 4500
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 2
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 10000 intelligence points.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Protoss Cover-Ops Formation Center
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 945
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 3
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 15000 intelligence points.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0

Name                := Protoss Nexus Trained Cover-Ops 
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 945
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5500
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 4
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 20000 intelligence points.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Protoss Inquisiter Cover-Ops Academy
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 94
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Spy Centers
Tech Level Req 1    := 5
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := This center generates 50000 intelligence points.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Protoss Planetary Shield Generator I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 946
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Protoss Shielding
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := This heavy shield generator creates 5000 shield points and protects against planet destroyers.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Planet Destroyer
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Armor
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Protoss Planetary Shield Generator II
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 946
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Protoss Shielding
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := This heavy shield generator creates 10000 shield points and protects against planet destroyers.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Planet Destroyer
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Armor
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Protoss Planetary Shield Generator III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 946
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Protoss Shielding
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := This heavy shield generator creates 15000 shield points and protects against planet destroyers.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Planet Destroyer
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Armor
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Protoss Planetary Shield Generator IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 946
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Protoss Shielding
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := This heavy shield generator creates 20000 shield points and protects against planet destroyers.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Planet Destroyer
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Armor
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Protoss Planetary Shield Generator V
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 946
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Protoss Shielding
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := This heavy shield generator creates 25000 shield points and protects against planet destroyers.
Ability 1 Val 1     := 25000
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Planet Destroyer
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Armor
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Pylon I
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 947
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 6
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 1
Ability 3 Val 2     := 10
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 10
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0

Name                := Pylon II
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 947
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 7
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 40
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 2
Ability 3 Val 2     := 20
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 2
Ability 4 Val 2     := 20
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0

Name                := Pylon III
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 947
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 8
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 3
Ability 3 Val 2     := 30
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 3
Ability 4 Val 2     := 30
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0

Name                := Pylon IV
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 947
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 9
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 4
Ability 3 Val 2     := 40
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 4
Ability 4 Val 2     := 40
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 20
Ability 5 Val 2     := 0

Name                := Pylon V
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 947
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 0
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 10
Tech Area Req 2     := Protoss
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := The Planet will see his atmosphere adapted to inhabitants and his value increased each turn.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := The system reproduction is increased.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ships and fleets are gradually trained
Ability 3 Val 1     := 5
Ability 3 Val 2     := 50
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 5
Ability 4 Val 2     := 50
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := The system reproduction is increased.
Ability 5 Val 1     := 25
Ability 5 Val 2     := 0

=======================================================================================
*END*
=======================================================================================
900/920/940 	resupply-spaceport
 901-919	Terran
 921-939	Zerg
 941-959	Protoss

Population Support Structures		[5 harvest][5]
Barracks	[5 SY]
Factories	[5 SY]
Research Centers	[5 center]
Spy Centers		[5 center]
Protoss Shielding	[5 ok]
Zerg Regeneration	[5 ok]
Terran Armoring		[5 ok]



Name                := Pylon Supply Center Creep Colony
Description         := 
Facility Group      := Starcraft buidings
Facility Family     := 991
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 593
Cost Minerals       := 50
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Population Support Structures
Tech Level Req 1    := 1
Tech Area Req 2     := Terran Zerg Protoss
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := 
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Atmosphere
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Fleet Training
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := 
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := 
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := 
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := 
Ability 9 Descr     := 
Ability 9 Val 1     := 0
Ability 9 Val 2     := 0
