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FACILITY DATA FILE
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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      := Minerals Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 100
Cost Radioactives   := 500
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 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Commercial Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Minerals Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 155
Cost Minerals       := 1000
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 100 minerals each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1000 minerals for an empire.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 30k Organics per turn.
Ability 3 Val 1     := -30
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 30k Radioactives per turn.
Ability 4 Val 1     := -30
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Organics Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 300
Cost Radioactives   := 300
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 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Organics Harvester I
Description         := Organism which extracts, processes, and stores organic materials from a planet.
Facility Group      := Organics Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 300
Cost Organics       := 1500
Cost Radioactives   := 300
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1600 organics for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0

Name                := Commercial Organics Extraction Facility I
Description         := 
Facility Group      := Organics Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 1000
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Generates 100k Organics each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Stores 10k Organics.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 5k Organics each turn.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 15k Radioactives each turn.
Ability 4 Val 1     := -15
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Radioactives Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 25
Cost Radioactives   := 700
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 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Commercial Radioactives Extractor I
Description         := 
Facility Group      := Radioactives Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 459
Cost Minerals       := 1000
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Generates 100k Radioactives per turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 200k Radioactives.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 1k Organics per turn.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0

Name                := Solar Radioactives Extractor I
Description         := Massive solar collectors which generates radioactives.
Facility Group      := Radioactives Extraction
Facility Family     := 59
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 1000
Cost Organics       := 50
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Solar Power
Tech Level Req 1    := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 100 radioactives per star each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0

Name                := Commercial Solar Radioactives Generator I
Description         := Massive solar collectors which can derive energy from sunlight
Facility Group      := Radioactives Extraction
Facility Family     := 51
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 110
Cost Minerals       := 1000
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Solar Power
Tech Level Req 1    := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Economics
Tech Level Req 3    := 2
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 66k Radioactives per star per turn.
Ability 1 Val 1     := 66
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 200k Radioactives.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 1k Organics per turn.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0

Name                := Commercial Fusion Reactor I
Description         := 
Facility Group      := Radioactives Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 255
Cost Minerals       := 1000
Cost Organics       := 1500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Nuclear Power
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Radioactives
Ability 1 Descr     := Generates 110k Radioactives per turn.
Ability 1 Val 1     := 110
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 200k Radioactives.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 15k Organics per turn.
Ability 3 Val 1     := -15
Ability 3 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 4
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Organics Extraction
Tech Level Req 3    := 1
Tech Area Req 4     := Nanotechnology
Tech Level Req 4    := 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                := Multi-Harvester I
Description         := Organism which extracts, stores, and processes multiple resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 6
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 600 organics each turn.
Ability 2 Val 1     := 600
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
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 1000 minerals for an empire.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Organics
Ability 5 Descr     := Can store 1500 organics for an empire.
Ability 5 Val 1     := 1500
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Radioactives
Ability 6 Descr     := Can store 1000 radioactives for an empire.
Ability 6 Val 1     := 1000
Ability 6 Val 2     := 0

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

Name                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 100
Cost Radioactives   := 1000
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                := Commercial 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             := 186
Cost Minerals       := 500
Cost Organics       := 2000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 50k Organics per turn.
Ability 2 Val 1     := -50
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 20k Radioactives per turn.
Ability 3 Val 1     := -20
Ability 3 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 3000
Cost Organics       := 100
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Psychology Cell
Description         := Facility where psychologists can study the interactions of population
Facility Group      := Intelligence
Facility Family     := 1014
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 603
Cost Minerals       := 500
Cost Organics       := 300
Cost Radioactives   := 400
Number of Tech Req  := 1
Tech Area Req 1     := Psychological Infiltration
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 100 intelligence points each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 10 research points each turn.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Encyclopedia Foundation I
Description         := Facility to preserve all knowledge by following a great statistical plan
Facility Group      := Research
Facility Family     := 1015
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Psychohistory
Tech Level Req 1    := 1
Number of Abilities := 7
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 10 intelligence points each turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 500 research points each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Increases system population happiness
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := Combat Modifier - System
Ability 5 Descr     := Increases ship combat performance in system
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0
Ability 6 Type      := Change Bad Event Chance - System
Ability 6 Descr     := Decreases the chance of bad events in system
Ability 6 Val 1     := -10
Ability 6 Val 2     := 0
Ability 7 Type      := Change Bad Intelligence Chance - System
Ability 7 Descr     := Decreases the chance of bad intel in system
Ability 7 Val 1     := -10
Ability 7 Val 2     := 0

Name                := Mentalist Enclave I
Description         := Facility to preserve the integrity of the plan and prepare the galaxy for the future.
Facility Group      := Intelligence
Facility Family     := 1016
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 611
Cost Minerals       := 4000
Cost Organics       := 3000
Cost Radioactives   := 600
Number of Tech Req  := 1
Tech Area Req 1     := Psychohistory
Tech Level Req 1    := 4
Number of Abilities := 6
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 10 research points each turn.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Increases system population happiness
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Event Chance - System
Ability 5 Descr     := Decreases the chance of bad events in system
Ability 5 Val 1     := -20
Ability 5 Val 2     := 0
Ability 6 Type      := Change Bad Intelligence Chance - System
Ability 6 Descr     := Decreases the chance of bad intel in system
Ability 6 Val 1     := -20
Ability 6 Val 2     := 0

Name                := Gaia Facility I
Description         := Facility to bring all things into a collective consciousness
Facility Group      := Intelligence
Facility Family     := 1017
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 612
Cost Minerals       := 7000
Cost Organics       := 7000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Psychohistory
Tech Level Req 1    := 6
Number of Abilities := 9
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 100 intelligence points each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 100 research points each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Increases system population happiness
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Decreases the chance of bad intel in system
Ability 4 Val 1     := -30
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of bad intel in system
Ability 5 Val 1     := -30
Ability 5 Val 2     := 0
Ability 6 Type      := Long Range Scanner - System
Ability 6 Descr     := Can scan ships in system
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Planet - Change Atmosphere
Ability 7 Descr     := Alters the atmosphere of a planet in 20 turns
Ability 7 Val 1     := 20
Ability 7 Val 2     := 0
Ability 8 Type      := Planet Conditions Change - System
Ability 8 Descr     := Increases planet conditions in system
Ability 8 Val 1     := 2
Ability 8 Val 2     := 0
Ability 9 Type      := Planet Value Change - System
Ability 9 Descr     := Increases planet value in system
Ability 9 Val 1     := 2
Ability 9 Val 2     := 0

Name                := Commercial Intelligence Center I
Description         := Large intelligence gathering organization.
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 195
Cost Minerals       := 500
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 50k Organics per turn.
Ability 2 Val 1     := -50
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 20k Radioactives per turn.
Ability 3 Val 1     := -20
Ability 3 Val 2     := 0

Name                := Space Port I
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Primary Facilities
Facility Family     := 7
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Construction
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      := Primary Facilities
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Construction
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 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                := Commercial Mineral Warehouse I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 653
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Tech Area Req 3     := Cargo
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50,000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 1k Organics per turn.
Ability 2 Val 1     := -1
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 1k Radioactives per turn.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 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                := Commercial Organics Warehouse I
Description         := 
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 139
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 3
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Tech Area Req 3     := Cargo
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Stores 1M organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 5k Organics each turn.
Ability 2 Val 1     := -5
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 20k Radioactives each turn.
Ability 3 Val 1     := -20
Ability 3 Val 2     := 0

Name                := Radioactive Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 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                := Commercial Radioactives Warehouse I
Description         := Large warehouses full of batteries, emergency reactors and fuel depots for supplying power during times of peak demand.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 172
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 3
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Tech Area Req 3     := Cargo
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Stores 5000k Radioactives.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 1k Organics per turn.
Ability 2 Val 1     := -1
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 5k Radioactives per turn.
Ability 3 Val 1     := -5
Ability 3 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                := Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Minerals 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Scanners
Tech Level Req 2    := 2
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     := 10
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      := Organics 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     := Agriculture
Tech Level Req 1    := 1
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     := 10
Ability 1 Val 2     := 0

Name                := Radioactives Collider I
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 2
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     := 10
Ability 1 Val 2     := 0

Name                := System Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Minerals 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Scanners
Tech Level Req 2    := 3
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     := 10
Ability 1 Val 2     := 0

Name                := System Eco - Farms I
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Organics 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     := Agriculture
Tech Level Req 1    := 4
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     := 10
Ability 1 Val 2     := 0

Name                := System Radioactives Collider I
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
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     := 10
Ability 1 Val 2     := 0

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

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

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

Name                := Commercial Research Administration Facility I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 187
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 10k Organics per turn.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 30k Radioactives per turn.
Ability 3 Val 1     := -30
Ability 3 Val 2     := 0

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

Name                := Commercial Intel Administration Facility I
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 244
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 10k Organics per turn.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 30k Radioactives per turn.
Ability 3 Val 1     := -30
Ability 3 Val 2     := 0

Name                := System Computer Complex I
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 4
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Commercial Research Admin Facility I
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 189
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 20k Organics per turn.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 50k Radioactives per turn.
Ability 3 Val 1     := -50
Ability 3 Val 2     := 0

Name                := System Citizen Databank I
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 4
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Commercial Intel Admin Facility I
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 243
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 20k Organics per turn.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 50k Radioactives per turn.
Ability 3 Val 1     := -50
Ability 3 Val 2     := 0

Name                := Corporate Security Agency I
Description         := Counterintelligence agents are trained and concentrated in this system.
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 1
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Change Bad Intelligence Chance - System
Ability 1 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 40k Organics per turn.
Ability 2 Val 1     := -40
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 15k Radioactives per turn.
Ability 3 Val 1     := -15
Ability 3 Val 2     := 0

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

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

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

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

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

Name                := Resource Converter I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Primary Facilities
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 Management
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                := Ultra - Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Primary Facilities
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 Management
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                := Commercial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Primary Facilities
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 169
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Economics
Tech Level Req 1    := 2
Number of Abilities := 3
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
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 5k Organics per turn.
Ability 2 Val 1     := -5
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 15k Radioactives per turn.
Ability 3 Val 1     := -15
Ability 3 Val 2     := 0

Name                := Ship Training Facility I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := 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                := Fleet Training Facility I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := 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 1% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := Military System Command Facility I
Description         := A Centralized command center which improves the combat, training, and production within a system. (only 1 facility per system effective)
Facility Group      := Ship Support
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 324
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Coordination/Logistics
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 3%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3
Ability 2 Type      := Fleet Training - System
Ability 2 Descr     := Fleets in this system will improve by 1% each turn up to 3%.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 3
Ability 3 Type      := System Point Generation Modifier - Intelligence
Ability 3 Descr     := Increase all intelligence generation in a system by 5%.
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Event Chance - System
Ability 4 Descr     := Decreases the chance of any bad events in this system.
Ability 4 Val 1     := -10
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 5 Val 1     := -10
Ability 5 Val 2     := 0

Name                := Mercenary Command Post I
Description         := Central command post for military forces in the system.
Facility Group      := Ship Support
Facility Family     := 25
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 278
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 5% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 100k Organics per turn.
Ability 2 Val 1     := -100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 100k Radioactives per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0

Name                := Shipping Office I
Description         := Coordinating facility for all shipping activities in system
Facility Group      := Ship Support
Facility Family     := 1019
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Commercial Shipping
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by  1% each turn. (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 100k Organics per turn.
Ability 2 Val 1     := -100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 100k Radioactives per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0
Ability 4 Type      := Reduced Maintenance Cost - System
Ability 4 Descr     := Reduces the maintenence costs of all ships in the system by 5%
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Cargo Storage
Ability 5 Descr     := Provides 500kt cargo space
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0

Name                := Military Garrison I
Description         := Ground base to strengthen and support your troops
Facility Group      := Ship Support
Facility Family     := 1022
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Troops
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by  1% each turn. (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 500kt cargo space
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of bad intel events in system
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Ground Defense
Ability 4 Descr     := Increases Ground Defense by 10%
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Population Happiness
Ability 5 Descr     := Increases population happiness
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0

Name                := Planetary Exchange I
Description         := Coordinating facility for all trade on the planet
Facility Group      := Ship Support
Facility Family     := 1020
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Economics
Tech Level Req 1    := 2
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increases all resource generation on a planet by 10%. (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 100k Organics per turn.
Ability 2 Val 1     := -100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 100k Radioactives per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier Planet - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0

Name                := System Exchange I
Description         := Coordinating facility for all trade in the system
Facility Group      := Ship Support
Facility Family     := 1021
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Economics
Tech Level Req 1    := 3
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases all resource generation in a system by 10%. (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 100k Organics per turn.
Ability 2 Val 1     := -100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 100k Radioactives per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier System - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier System - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0

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

Name                := Cloning Center I
Description         := Biological process which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 260
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Genetics
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 1% faster.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Replicant Center I
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Genetics
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

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

Name                := Commercial Medical Lab I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 188
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medicine
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Uses 50k Organics per turn.
Ability 4 Val 1     := -50
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Uses 10k Radioactives per turn.
Ability 5 Val 1     := -10
Ability 5 Val 2     := 0

Name                := Urban Pacification Center I
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Sociology/Psychology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Propaganda Center I
Description         := Government center that exhorts citizens to increase their efforts for the cause.
Facility Group      := Primary Facilities
Facility Family     := 300
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 103
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Political Science
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, intelligence, and research production in a system by 2% (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Intelligence
Ability 4 Descr     := 
Ability 4 Val 1     := 2
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Research
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Government Administration Center I
Description         := Government center that solidifies your empire's hold on its territory.
Facility Group      := Primary Facilities
Facility Family     := 1009
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 182
Cost Minerals       := 6000
Cost Organics       := 8000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Political Science
Tech Level Req 1    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases resource, intelligence, and research production in a system by 1% (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := System Point Generation Modifier - Intelligence
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := System Point Generation Modifier - Research
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := Change Bad Event Chance - System
Ability 6 Descr     := Protects against bad events
Ability 6 Val 1     := -10
Ability 6 Val 2     := 0
Ability 7 Type      := Change Bad Intelligence Chance - System
Ability 7 Descr     := Protects against enemy intelligence
Ability 7 Val 1     := -10
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Increases system population happiness
Ability 8 Val 1     := 2
Ability 8 Val 2     := 0
Ability 9 Type      := Planet - Change Population Happiness
Ability 9 Descr     := Increases plante population happiness
Ability 9 Val 1     := 2
Ability 9 Val 2     := 0

Name                := Government Palace I
Description         := Government center that solidifies your empire's hold on its territory.
Facility Group      := Primary Facilities
Facility Family     := 1011
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 156
Cost Minerals       := 7000
Cost Organics       := 6000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Political Science
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases chance of bad events
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases chance of bad intel
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Legislative Center I
Description         := Government center that solidifies your empire's hold on its territory.
Facility Group      := Primary Facilities
Facility Family     := 1012
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 181
Cost Minerals       := 7000
Cost Organics       := 6000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Political Science
Tech Level Req 1    := 3
Number of Abilities := 5
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increases intel and research points in system by 5% each turn
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := 
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Minerals
Ability 3 Descr     := Increases resource output by 5%
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier System - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier System - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0

Name                := Immigration Center I
Description         := Government center that processes immigrants and encourages immigration
Facility Group      := Primary Facilities
Facility Family     := 1013
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 253
Cost Minerals       := 5000
Cost Organics       := 6000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Immigration
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := System population increases by 1M each turn
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Immigrants take a while to assimilate
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := System population increases faster
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Great Monument
Description         := All the galaxy will see your majesty
Facility Group      := Primary Facilities
Facility Family     := 1010
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 256
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Political Science
Tech Level Req 1    := 2
Number of Abilities := 0

Name                := Space Yard Facility I
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Construction
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                := Commercial Space Yard I
Description         := Commercial construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 15500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
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 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3000 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 1% each year (only 1 facility per system effective).
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Commercial Maintenance Facility I
Description         := Large ship maintenance facility which can resupply and provide limited repairs to ships in orbit.
Facility Group      := Primary Facilities
Facility Family     := 8
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 20000
Cost Organics       := 12500
Cost Radioactives   := 40000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
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
Ability 2 Type      := Component Repair
Ability 2 Descr     := Can repair 1 component per turn.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 100k Organics per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 100k Radioactives per turn.
Ability 4 Val 1     := -100
Ability 4 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs.
Facility Group      := Shields
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Antigravity
Tech Level Req 1    := 4
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 2
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  := 2
Tech Area Req 1     := Antigravity
Tech Level Req 1    := 4
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 267
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 25000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 25000
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  := 1
Tech Area Req 1     := Planetary Shields
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Regenerating Shield Generator I
Description         := Shield generators which protect an entire planet during combat. Shields rgenerate during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 7000
Cost Organics       := 250
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Shields
Tech Level Req 1    := 1
Tech Area Req 2     := Shield Regeneration
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 50 shield points per turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0

Name                := Planetary Phased Shield Generator  I
Description         := A phased shield generator which protects an entire planet during combat.
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 10000
Cost Organics       := 500
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Shields
Tech Level Req 1    := 1
Tech Area Req 2     := Phased Shields
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 2000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Shield Projector I
Description         := Shield projectors enhance the shields of all 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  := 1
Tech Area Req 1     := Shield Projection
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 50 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Mind Static Shield I
Description         := Mental interference generator.
Facility Group      := Shields
Facility Family     := 1018
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 629
Cost Minerals       := 8000
Cost Organics       := 700
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Psychohistory
Tech Level Req 1    := 4
Tech Area Req 2     := Shields
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 50 shield points.
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0
Ability 2 Type      := Combat To Hit Defense Plus
Ability 2 Descr     := Planet is harder to hit
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Blocks level 2 psychic scans
Ability 3 Val 1     := Psychic
Ability 3 Val 2     := 2

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     := Planetary Urbanization
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                := 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     := Planetary Urbanization
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                := Organics Adaptor I
Description         := Organism gradually increases organic potential of a planet.
Facility Group      := Organics Extraction
Facility Family     := 104
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 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     := Planetary Urbanization
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                := Commercial Atmosphere Processor 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             := 212
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 7
Number of Abilities := 3
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
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 5k Organics per turn.
Ability 2 Val 1     := -5
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 300k Radioactives per turn.
Ability 3 Val 1     := -300
Ability 3 Val 2     := 0

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

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

Name                := Temporal Space Yard Facility I
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Construction
Facility Family     := 47
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 2
Tech Area Req 2     := Temporal Studies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

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

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

Name                := Psychic Scanner I
Description         := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Primary Facilities
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy
Tech Level Req 1    := 3
Tech Area Req 2     := Scanners
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Solar Generator I
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Multi-Resource Extraction
Facility Family     := 51
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 247
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Solar Power
Tech Level Req 1    := 1
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 100 minerals per star each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 100 organics per star each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 100 radioactives per star each turn.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

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

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

Name                := City I
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 61
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 261
Cost Minerals       := 6000
Cost Organics       := 8000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1200 minerals, 800 orgs and 800 rads each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 100 research points each turn.
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 100 intelligence points per turn.
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 500 extra cargo/deployment spaces.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1000 minerals for an empire.
Ability 7 Val 1     := 1000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1000 organics for an empire.
Ability 8 Val 1     := 1000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1000 radioactives for an empire.
Ability 9 Val 1     := 1000
Ability 9 Val 2     := 0

Name                := Agricultural City I
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1008
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 108
Cost Minerals       := 6000
Cost Organics       := 8000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 1
Tech Area Req 2     := Agriculture
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 800 minerals, 1200 orgs and 800 rads each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 100 research points each turn.
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 100 intelligence points per turn.
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 500 extra cargo/deployment spaces.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1000 minerals for an empire.
Ability 7 Val 1     := 1000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1000 organics for an empire.
Ability 8 Val 1     := 1000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1000 radioactives for an empire.
Ability 9 Val 1     := 1000
Ability 9 Val 2     := 0

Name                := Arcology I
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1005
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 266
Cost Minerals       := 16000
Cost Organics       := 18000
Cost Radioactives   := 14000
Number of Tech Req  := 1
Tech Area Req 1     := Arcologies
Tech Level Req 1    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 2400 minerals, 1600 orgs and 1600 rads each turn.
Ability 1 Val 1     := 2400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1600
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 200 research points each turn.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 200 intelligence points per turn.
Ability 5 Val 1     := 200
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1000 extra cargo/deployment spaces.
Ability 6 Val 1     := 1000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2000 minerals for an empire.
Ability 7 Val 1     := 2000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 2000 organics for an empire.
Ability 8 Val 1     := 2000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 2000 radioactives for an empire.
Ability 9 Val 1     := 2000
Ability 9 Val 2     := 0

Name                := Orbital Tower I
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1006
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 179
Cost Minerals       := 16000
Cost Organics       := 18000
Cost Radioactives   := 14000
Number of Tech Req  := 1
Tech Area Req 1     := Orbital Architecture
Tech Level Req 1    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 4800 minerals, 3200 orgs and 3200 rads each turn.
Ability 1 Val 1     := 4800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 3200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 3200
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 400 research points each turn.
Ability 4 Val 1     := 400
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 400 intelligence points per turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 2000 extra cargo/deployment spaces.
Ability 6 Val 1     := 2000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 4000 minerals for an empire.
Ability 7 Val 1     := 4000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 4000 organics for an empire.
Ability 8 Val 1     := 4000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 4000 radioactives for an empire.
Ability 9 Val 1     := 4000
Ability 9 Val 2     := 0

Name                := Orbital Ring I
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1007
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 16000
Cost Organics       := 18000
Cost Radioactives   := 14000
Number of Tech Req  := 1
Tech Area Req 1     := Orbital Architecture
Tech Level Req 1    := 3
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 9600 minerals, 6400 orgs and 6400 rads each turn.
Ability 1 Val 1     := 9600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 6400
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 6400
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 800 research points each turn.
Ability 4 Val 1     := 800
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 800 intelligence points per turn.
Ability 5 Val 1     := 800
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 4000 extra cargo/deployment spaces.
Ability 6 Val 1     := 4000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 8000 minerals for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 8000 organics for an empire.
Ability 8 Val 1     := 8000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 8000 radioactives for an empire.
Ability 9 Val 1     := 8000
Ability 9 Val 2     := 0

Name                := Crystal City I
Description         := 
Facility Group      := Primary Facilities
Facility Family     := 542
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 177
Cost Minerals       := 90000
Cost Organics       := 300000
Cost Radioactives   := 250000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 1
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 800 minerals, 800 orgs and 800 rads each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 100 research points each turn.
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 100 intelligence points per turn.
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 500 extra cargo/deployment spaces.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1000 minerals for an empire.
Ability 7 Val 1     := 1000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1000 organics for an empire.
Ability 8 Val 1     := 1000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1000 radioactives for an empire.
Ability 9 Val 1     := 1000
Ability 9 Val 2     := 0
Ability 10 Type     := Solar Resource Generation - Minerals
Ability 10 Descr    := Crystalline generators create 400 Minerals, 250 Radioactives per turn.
Ability 10 Val 1    := 400
Ability 10 Val 2    := 0
Ability 11 Type     := Solar Resource Generation - Radioactives
Ability 11 Descr    := 
Ability 11 Val 1    := 250
Ability 11 Val 2    := 0
Ability 12 Type     := Shield Modifier - System
Ability 12 Descr    := Transmission Center. The shield strength of all ships in the Home System increases by 50 shield points
Ability 12 Val 1    := 50
Ability 12 Val 2    := 0

Name                := Organic City I
Description         := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, Education, arts, religions, sciences, industry, etc.
Facility Group      := Primary Facilities
Facility Family     := 544
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 254
Cost Minerals       := 200000
Cost Organics       := 300000
Cost Radioactives   := 200000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 1
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 800 minerals, 1200 orgs and 800 rads each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 100 research points each turn.
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 100 intelligence points per turn.
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 500 extra cargo/deployment spaces.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1000 minerals for an empire.
Ability 7 Val 1     := 1000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1000 organics for an empire.
Ability 8 Val 1     := 1000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1000 radioactives for an empire.
Ability 9 Val 1     := 1000
Ability 9 Val 2     := 0
Ability 10 Type     := Component Repair
Ability 10 Descr    := Organic maintenance systems heal 2 components per turn
Ability 10 Val 1    := 2
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Generation - Minerals
Ability 11 Descr    := Organic Extractors generate 400 minerals, 250 orgs per turn
Ability 11 Val 1    := 400
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Generation - Radioactives
Ability 12 Descr    := 
Ability 12 Val 1    := 250
Ability 12 Val 2    := 0

Name                := Irradiation Facility I
Description         := Increases the radioactives value of a planet at the expense of other resources.
Facility Group      := Radioactives Extraction
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 1000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Decreases the mineral value of the planet by 1% per year.
Ability 1 Val 1     := -1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Decreases the organics value of the planet by 1% per year.
Ability 2 Val 1     := -1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Increases the radioactives value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Minerals Enhancement Facility I
Description         := Increases the minerals value of a planet at the expense of other resources.
Facility Group      := Minerals Extraction
Facility Family     := 55
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Increases 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     := Decreases the organics 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     := Decreases the radioactives value of the planet by 1% each year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0

Name                := Ecological Sanctuary I
Description         := Increases the organics value of a planet at the expense of other resources.
Facility Group      := Organics Extraction
Facility Family     := 56
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Decreases 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 organics 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     := Decreases the radioactives value of the planet by 1% each year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0

Name                := Commercial Ecology Center I
Description         := A Research Center dedicated to the organization of planet improvement projects.
Facility Group      := Planet Modification
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 242
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medicine
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 1% each year (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 1% each year (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 100k Organics per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 100k Radioactives per turn.
Ability 4 Val 1     := -100
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Primary Facilities
Facility Family     := 1023
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Holography
Tech Level Req 2    := 1
Number of Abilities := 7
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
Ability 2 Type      := Resource Gen Modifier Planet - Minerals
Ability 2 Descr     := Increases resouce production on a planet by 10%
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier Planet - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Stores 10000kt of each resource
Ability 5 Val 1     := 10000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := 
Ability 6 Val 1     := 10000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := 
Ability 7 Val 1     := 10000
Ability 7 Val 2     := 0

Name                := Holosuite Facility I
Description         := Many holodecks keep a system's populations happy. Provides basic training to all ship crews in the sector.
Facility Group      := Population Support
Facility Family     := 1024
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 624
Cost Minerals       := 4000
Cost Organics       := 1000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Holography
Tech Level Req 1    := 1
Tech Area Req 2     := Military Science
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 2% (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Training
Ability 2 Descr     := Ships in this sector will improve by 1% each turn up to 5% (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 5

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*END*
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