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FACILITY DATA FILE
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-STAR WARS REBELLION MOD-
         V 1.0
(BASED ON: Star Wars ii Mod)

Name:
  The name of this facility

Description:
  A general description for this facility.

Facility Group:
  General categorization for this facility.
  Used Values:
    Resource Extraction, Research, Intelligence, Resupply, Storage, Ship Support,
    Population Support, Planet Modification, Religious, Shields, Miscellaneous
  
Facility Family:
  A unique identifier for all facilities of the same family.

Roman Numeral:
  Numeric representation of the facilities level in relation to its family.

Restrictions:
  Not Used.

Pic Num:
  The index into the Facilities bitmap.

Cost Minerals, Cost Organics, Cost Radioactives:
  The cost of the facility in each resource type.

Number of Tech Req, Tech Area Req #, Tech Level Req #:
  The number of tech areas required, the required area and its level.

Number Of Abilities, Ability # Type, Ability # Descr, Ability # Val 1, Ability # Val 2:
  The number of abilities for this facility, the ability's type, description, and
  parameter values.


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*BEGIN*
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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               := 276
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Resource Generation - Minerals
Ability 1 Descr       := Mines 800 minerals each turn.
Ability 1 Val 1       := 800
Ability 1 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               := 276
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Resource Generation - Minerals
Ability 1 Descr       := Mines 900 minerals each turn.
Ability 1 Val 1       := 900
Ability 1 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               := 276
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Resource Generation - Minerals
Ability 1 Descr       := Mines 1000 minerals each turn.
Ability 1 Val 1       := 1000
Ability 1 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               := 277
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Resource Generation - Organics
Ability 1 Descr       := Grows 800 organics each turn.
Ability 1 Val 1       := 800
Ability 1 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               := 277
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 2
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                  := 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               := 277
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 3
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                  := 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               := 278
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Resource Generation - Radioactives
Ability 1 Descr       := Extracts 800 radioactives each turn.
Ability 1 Val 1       := 800
Ability 1 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               := 278
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Resource Generation - Radioactives
Ability 1 Descr       := Extracts 900 radioactives each turn.
Ability 1 Val 1       := 900
Ability 1 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               := 278
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Resource Generation - Radioactives
Ability 1 Descr       := Extracts 1000 radioactives each turn.
Ability 1 Val 1       := 1000
Ability 1 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               := 285
Cost Minerals         := 10000
Cost Organics         := 5000
Cost Radioactives     := 5000
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Resource Generation - Minerals
Ability 1 Descr       := Mines 500 minerals each turn.
Ability 1 Val 1       := 500
Ability 1 Val 2       := 0
Ability 2 Type        := Resource Generation - Organics
Ability 2 Descr       := Harvests 500 organics each turn.
Ability 2 Val 1       := 500
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                  := 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               := 285
Cost Minerals         := 10000
Cost Organics         := 5000
Cost Radioactives     := 5000
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 2
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 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               := 285
Cost Minerals         := 10000
Cost Organics         := 5000
Cost Radioactives     := 5000
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 3
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                  := 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               := 281
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 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               := 281
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 2
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               := 281
Cost Minerals         := 2500
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 3
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                  := Space Port
Description           := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group        := Population support
Facility Family       := 7
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 282
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

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               := 283
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        := 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               := 284
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               := 284
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               := 284
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               := 284
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               := 284
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               := 284
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               := 284
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               := 284
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               := 284
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 10% (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 20% (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 30% (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 10% (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 20% (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 30% (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 10% (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 20% (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 30% (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 10% (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 20% (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 30% (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 10% (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 20% (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 30% (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 10% (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 20% (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 30% (only 1 facility per system effective).
Ability 1 Val 1       := 45
Ability 1 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        := Military Facilities
Facility Family       := 32
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 290
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        := Military Facilities
Facility Family       := 32
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 290
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        := Military Facilities
Facility Family       := 32
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 290
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        := Military Facilities
Facility Family       := 33
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 291
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        := Military Facilities
Facility Family       := 33
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 291
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        := Military Facilities
Facility Family       := 33
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 291
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                  := Imperial Military Academy I
Description           := The famous caridian academy for educate imperial personnel and train ships in fleet movement and combat. (Roleplay tip : build this academy on Carida only.)
Facility Group        := Military Facilities
Facility Family       := 25006
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 289
Cost Minerals         := 10000
Cost Organics         := 2000
Cost Radioactives     := 2000
Number of Tech Req    := 3
Tech Area Req 1       := Military Science
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Military Academy
Tech Level Req 2      := 1
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 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 20% (only 1 facility per planet effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 20
Ability 2 Type        := Ship Training
Ability 2 Descr       := Ships in this sector will improve by 2% each turn up to 20% (only 1 facility per planet effective).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 20

Name                  := Imperial Military Academy II
Description           := The famous caridian academy for educate imperial personnel and train ships in fleet movement and combat. (Roleplay tip : build this academy on Carida only.)
Facility Group        := Military Facilities
Facility Family       := 25006
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 289
Cost Minerals         := 10000
Cost Organics         := 2000
Cost Radioactives     := 2000
Number of Tech Req    := 3
Tech Area Req 1       := Military Science
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Military Academy
Tech Level Req 2      := 2
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Fleet Training
Ability 1 Descr       := Fleets in this sector will improve by 4% each turn up to 25% (only 1 facility per planet effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 25
Ability 2 Type        := Ship Training
Ability 2 Descr       := Ships in this sector will improve by 4% each turn up to 25% (only 1 facility per planet effective).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 25

Name                  := Imperial Military Academy III
Description           := The famous caridian academy for educate imperial personnel and train ships in fleet movement and combat. (Roleplay tip : build this academy on Carida only.)
Facility Group        := Military Facilities
Facility Family       := 25006
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 289
Cost Minerals         := 10000
Cost Organics         := 2000
Cost Radioactives     := 2000
Number of Tech Req    := 3
Tech Area Req 1       := Military Science
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Military Academy
Tech Level Req 2      := 3
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Fleet Training
Ability 1 Descr       := Fleets in this sector will improve by 6% each turn up to 30% (only 1 facility per planet effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 30
Ability 2 Type        := Ship Training
Ability 2 Descr       := Ships in this sector will improve by 6% each turn up to 30% (only 1 facility per planet effective).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 30

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               := 292
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 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               := 292
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 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               := 292
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 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                  := Mos Eisley Spaceport
Description           := Large spaceport on the planet tantooine, The place in this region of space to buy or hire a ship.
Facility Group        := Tatooine
Facility Family       := 500
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 269
Cost Minerals         := 10000000
Cost Organics         := 10000000
Cost Radioactives     := 10000000
Number of Tech Req    := 1
Tech Area Req 1       := Jabba's Technology
Tech Level Req 1      := 1
Number of Abilities   := 5
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        := Space Yard
Ability 2 Descr       := Can construct with 2600 minerals per turn.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 2600
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 2600 organics per turn.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 2600
Ability 4 Type        := Space Yard
Ability 4 Descr       := Can construct with 2600 radioactives per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 2600
Ability 5 Type        := Component Repair
Ability 5 Descr       := Can repair 5 components per turn.
Ability 5 Val 1       := 5
Ability 5 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                  := 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                  := 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        := Military Facilities
Facility Family       := 25001
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 287
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        := 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       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 300 extra unit spaces on a planet.
Ability 2 Val 1       := 300
Ability 2 Val 2       := 0
Ability 3 Type        := Planet - Shield Generation
Ability 3 Descr       := Generates 500 pts of shielding for the garrison.
Ability 3 Val 1       := 500
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       := 25100
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 275
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       := 25100
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 275
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       := 25100
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 275
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       := 25100
Roman Numeral         := 4
Restrictions          := None
Pic Num               := 275
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       := 25100
Roman Numeral         := 5
Restrictions          := None
Pic Num               := 275
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       := 25100
Roman Numeral         := 6
Restrictions          := None
Pic Num               := 275
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       := 25100
Roman Numeral         := 7
Restrictions          := None
Pic Num               := 275
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       := 25100
Roman Numeral         := 8
Restrictions          := None
Pic Num               := 275
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       := 25100
Roman Numeral         := 9
Restrictions          := None
Pic Num               := 275
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       := 25100
Roman Numeral         := 10
Restrictions          := None
Pic Num               := 275
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                  := Corellian Shipyard I
Description           := Advanced Corellian construction facility which allows the construction of ships in space. (Roleplay tip : build only on Corellia.)
Facility Group        := Space Yard
Facility Family       := 25004
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 273
Cost Minerals         := 10000
Cost Organics         := 2000
Cost Radioactives     := 2000
Number of Tech Req    := 1
Tech Area Req 1       := Corellian Shipyards
Tech Level Req 1      := 1
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 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 2% each year (only 1 facility per system effective).
Ability 5 Val 1       := 2
Ability 5 Val 2       := 0

Name                  := Corellian Shipyard II
Description           := Advanced Corellian construction facility which allows the construction of ships in space. (Roleplay tip : build only on Corellia.)
Facility Group        := Space Yard
Facility Family       := 25004
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 273
Cost Minerals         := 10000
Cost Organics         := 2000
Cost Radioactives     := 2000
Number of Tech Req    := 1
Tech Area Req 1       := Corellian Shipyards
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 12000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 12000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 12000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 12000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 12000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 12000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 12 components per turn.
Ability 4 Val 1       := 12
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                  := Corellian Shipyard III
Description           := Advanced Corellian construction facility which allows the construction of ships in space. (Roleplay tip : build only on Corellia.)
Facility Group        := Space Yard
Facility Family       := 25004
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 273
Cost Minerals         := 10000
Cost Organics         := 2000
Cost Radioactives     := 2000
Number of Tech Req    := 1
Tech Area Req 1       := Corellian Shipyards
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 16000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 16000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 16000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 16000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 16000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 16000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 14 components per turn.
Ability 4 Val 1       := 12
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                  := Kuat Driveyards I
Description           := Advanced Kuat Driveyards construction facility which allows the construction of ships in space. (Roleplay tip : build only on Corellia.)
Facility Group        := Space Yard
Facility Family       := 25005
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 274
Cost Minerals         := 12000
Cost Organics         := 2200
Cost Radioactives     := 2200
Number of Tech Req    := 1
Tech Area Req 1       := Kuat Driveyards
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 9000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 9000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 9000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 9000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 9000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 9000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 12 components per turn.
Ability 4 Val 1       := 12
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                  := Kuat Driveyards II
Description           := Advanced Kuat Driveyards construction facility which allows the construction of ships in space. (Roleplay tip : build only on Corellia.)
Facility Group        := Space Yard
Facility Family       := 25005
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 274
Cost Minerals         := 12000
Cost Organics         := 2200
Cost Radioactives     := 2200
Number of Tech Req    := 1
Tech Area Req 1       := Kuat Driveyards
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 13000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 13000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 13000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 13000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 13000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 13000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 14 components per turn.
Ability 4 Val 1       := 14
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                  := Kuat Driveyards III
Description           := Advanced Kuat Driveyards construction facility which allows the construction of ships in space. (Roleplay tip : build only on Corellia.)
Facility Group        := Space Yard
Facility Family       := 25005
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 274
Cost Minerals         := 12000
Cost Organics         := 2200
Cost Radioactives     := 2200
Number of Tech Req    := 1
Tech Area Req 1       := Kuat Driveyards
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 17000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 17000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 17000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 17000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 17000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 17000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 16 components per turn.
Ability 4 Val 1       := 12
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                  := Imperial Intelligence Center I
Description           := Large intelligence gathering organization.
Facility Group        := Intelligence
Facility Family       := 6
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 280
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               := 280
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               := 280
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                  := Spec-Ops Base I
Description           := Large intelligence gathering organization.
Facility Group        := Intelligence
Facility Family       := 6
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 279
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               := 279
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               := 279
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               := 288
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               := 288
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               := 288
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                  := Imperial Work Camp I
Description           := Work camp for Prisoners, who are forced to conduct labour for the Empire in an system.
Facility Group        := Population Support
Facility Family       := 26002
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 293
Cost Minerals         := 6000
Cost Organics         := 6000
Cost Radioactives     := 6000
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   := 4
Ability 1 Type        := Resource Gen Modifier System - Minerals
Ability 1 Descr       := Increase mineral production for 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 for 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 for a system by 5% (only 1 facility per system effective).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Change Population Happiness - System
Ability 4 Descr       := Due to the intimidating aspect of this facility, people will be less rebellious in an system.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0

Name                  := Imperial Work Camp II
Description           := Work camp for Prisoners, who are forced to conduct labour for the Empire in an system.
Facility Group        := Population Support
Facility Family       := 26002
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 293
Cost Minerals         := 6000
Cost Organics         := 6000
Cost Radioactives     := 6000
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   := 4
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
Ability 4 Type        := Change Population Happiness - System
Ability 4 Descr       := Due to the intimidating aspect of this facility, people will be less rebellious in an system.
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0

Name                  := Imperial Work Camp III
Description           := Work camp for Prisoners, who are forced to conduct labour for the Empire in an system.
Facility Group        := Population Support
Facility Family       := 26002
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 293
Cost Minerals         := 6000
Cost Organics         := 6000
Cost Radioactives     := 6000
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   := 4
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
Ability 2 Type        := Resource Gen Modifier System - Organics
Ability 2 Descr       := Increase organic production for 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 for a system by 15% (only 1 facility per system effective).
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Ability 4 Type        := Change Population Happiness - System
Ability 4 Descr       := Due to the intimidating aspect of this facility, people will be less rebellious in an system.
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0

Name                  := Secret Rebel Base
Description           :=
Facility Group        := Resource Extraction
Facility Family       := 26001
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 286
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        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
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                  := Advanced Secret Rebel Base I
Description           :=
Facility Group        := Resource Extraction
Facility Family       := 26001
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 286
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        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Temporal scans.
Ability 3 Val 1       := Temporal
Ability 3 Val 2       := 2
Ability 4 Type        := Cargo Storage
Ability 4 Descr       := Provides 400 extra unit spaces on a planet.
Ability 4 Val 1       := 400
Ability 4 Val 2       := 0

Name                  := Advanced Secret Rebel Base II
Description           :=
Facility Group        := Resource Extraction
Facility Family       := 26001
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 286
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        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Temporal scans.
Ability 3 Val 1       := Temporal
Ability 3 Val 2       := 3
Ability 4 Type        := Cargo Storage
Ability 4 Descr       := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1       := 600
Ability 4 Val 2       := 0

Name                  := Advanced Secret Rebel Base III
Description           :=
Facility Group        := Resource Extraction
Facility Family       := 26001
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 286
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        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Temporal scans.
Ability 3 Val 1       := Temporal
Ability 3 Val 2       := 4
Ability 4 Type        := Cargo Storage
Ability 4 Descr       := Provides 800 extra unit spaces on a planet.
Ability 4 Val 1       := 800
Ability 4 Val 2       := 0

Name                  := Jabba's Palace
Description           := Center of operations for Jabba's criminal guild.
Facility Group        := Tatooine
Facility Family       := 25001
Roman Numeral         := 0
Restrictions          := None
Pic Num               := 270
Cost Minerals         := 1000000
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 1
Tech Area Req 1       := Jabba's Technology
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        := Cargo Storage
Ability 2 Descr       := Provides 500 extra unit spaces on a planet.
Ability 2 Val 1       := 500
Ability 2 Val 2       := 0
Ability 3 Type        := Point Generation - Intelligence
Ability 3 Descr       := Generates 2500 intelligence points each turn.
Ability 3 Val 1       := 2500
Ability 3 Val 2       := 0
Ability 4 Type        := Resource Storage - Mineral
Ability 4 Descr       := Can store 50000 minerals for an empire.
Ability 4 Val 1       := 50000
Ability 4 Val 2       := 0
Ability 5 Type        := Resource Storage - Organics
Ability 5 Descr       := Can store 50000 minerals for an empire.
Ability 5 Val 1       := 50000
Ability 5 Val 2       := 0
Ability 6 Type        := Resource Storage - Radioactives
Ability 6 Descr       := Can store 50000 minerals for an empire.
Ability 6 Val 1       := 50000
Ability 6 Val 2       := 0

Name                  := Pod race Arena
Description           := Large Arena used for the extremly popular pod races.
Facility Group        := Tatooine
Facility Family       := 25002
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 271
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 0
Number of Tech Req    := 2
Tech Area Req 1       := Applied Political Science
Tech Level Req 1      := 3
Tech Area Req 2       := Jabba's Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
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
Ability 2 Type        := Generate Points Minerals
Ability 2 Descr       := Gambling 'taxes' and loan interests gives Jabba an 2000 minerals bonus each turn.
Ability 2 Val 1       := 2000
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Organics
Ability 3 Descr       := Gambling 'taxes' and loan interests gives Jabba an 2000 Organics bonus each turn.
Ability 3 Val 1       := 2000
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Radioactives
Ability 4 Descr       := Gambling 'taxes' and loan interests gives Jabba an 2000 Radioactives bonus each turn.
Ability 4 Val 1       := 2000
Ability 4 Val 2       := 0

Name                  := Therapeutic Cloning Center I
Description           := Center for generating replacement organs for individuals suffering from life-threatening diseases. (Roleplay tip : Build only on Arkania.)
Facility Group        := Population Support
Facility Family       := 25003
Roman Numeral         := 1
Restrictions          := None
Pic Num               := 272
Cost Minerals         := 15000
Cost Organics         := 7500
Cost Radioactives     := 7500
Number of Tech Req    := 1
Tech Area Req 1       := therapeutic cloning center
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Change Population Happiness - System
Ability 1 Descr       := Increase Population Happiness for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Plague Prevention - System
Ability 2 Descr       := Prevents level 3 plagues in this system (only 1 facility per system effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0

Name                  := Therapeutic Cloning Center II
Description           := Center for generating replacement organs for individuals suffering from life-threatening diseases. (Roleplay tip : Build only on Arkania.)
Facility Group        := Population Support
Facility Family       := 25003
Roman Numeral         := 2
Restrictions          := None
Pic Num               := 272
Cost Minerals         := 15000
Cost Organics         := 7500
Cost Radioactives     := 7500
Number of Tech Req    := 1
Tech Area Req 1       := therapeutic cloning center
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Change Population Happiness - System
Ability 1 Descr       := Increase Population Happiness for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Plague Prevention - System
Ability 2 Descr       := Prevents level 4 plagues in this system (only 1 facility per system effective).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0

Name                  := Therapeutic Cloning Center III
Description           := Center for generating replacement organs for individuals suffering from life-threatening diseases. (Roleplay tip : Build only on Arkania.)
Facility Group        := Population Support
Facility Family       := 25003
Roman Numeral         := 3
Restrictions          := None
Pic Num               := 272
Cost Minerals         := 15000
Cost Organics         := 7500
Cost Radioactives     := 7500
Number of Tech Req    := 1
Tech Area Req 1       := therapeutic cloning center
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Change Population Happiness - System
Ability 1 Descr       := Increase Population Happiness for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Plague Prevention - System
Ability 2 Descr       := Prevents level 5 plagues in this system (only 1 facility per system effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
 
======================================================================================= 
*END* 
======================================================================================= 
