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COMPONENT DATA FILE
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*BEGIN*
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Name                  := Rock Colonization Module I
Description           := Materials needed to start a colony on a rock planet.
Pic Num               := 54
Tonnage Space Taken   := 280
Tonnage Structure     := 150
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rock Planet Colonization
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT worth of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rock Colonization Module II
Description           := Materials needed to start a colony on a rock planet.
Pic Num               := 54
Tonnage Space Taken   := 280
Tonnage Structure     := 150
Cost Minerals         := 2200
Cost Organics         := 1100
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rock Planet Colonization
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 24kT worth of cargo space.
Ability 2 Val 1       := 24
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rock Colonization Module III
Description           := Materials needed to start a colony on a rock planet.
Pic Num               := 54
Tonnage Space Taken   := 280
Tonnage Structure     := 150
Cost Minerals         := 2420
Cost Organics         := 1210
Cost Radioactives     := 1210
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rock Planet Colonization
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 29kT worth of cargo space.
Ability 2 Val 1       := 29
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rock Colonization Module IV
Description           := Materials needed to start a colony on a rock planet.
Pic Num               := 54
Tonnage Space Taken   := 280
Tonnage Structure     := 150
Cost Minerals         := 2662
Cost Organics         := 1331
Cost Radioactives     := 1331
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rock Planet Colonization
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 35kT worth of cargo space.
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rock Colonization Module V
Description           := Materials needed to start a colony on a rock planet.
Pic Num               := 54
Tonnage Space Taken   := 280
Tonnage Structure     := 150
Cost Minerals         := 2928
Cost Organics         := 1464
Cost Radioactives     := 1464
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rock Planet Colonization
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 41kT worth of cargo space.
Ability 2 Val 1       := 41
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ice Colonization Module I
Description           := Materials needed to start a colony on a ice planet.
Pic Num               := 114
Tonnage Space Taken   := 275
Tonnage Structure     := 145
Cost Minerals         := 1000
Cost Organics         := 2000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ice Planet Colonization
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize a ice based planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT worth of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ice Colonization Module II
Description           := Materials needed to start a colony on a ice planet.
Pic Num               := 114
Tonnage Space Taken   := 275
Tonnage Structure     := 145
Cost Minerals         := 1100
Cost Organics         := 2200
Cost Radioactives     := 1100
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ice Planet Colonization
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize a ice based planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 24kT worth of cargo space.
Ability 2 Val 1       := 24
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ice Colonization Module III
Description           := Materials needed to start a colony on a ice planet.
Pic Num               := 114
Tonnage Space Taken   := 275
Tonnage Structure     := 145
Cost Minerals         := 1210
Cost Organics         := 2420
Cost Radioactives     := 1210
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ice Planet Colonization
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize a ice based planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 29kT worth of cargo space.
Ability 2 Val 1       := 29
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ice Colonization Module IV
Description           := Materials needed to start a colony on a ice planet.
Pic Num               := 114
Tonnage Space Taken   := 275
Tonnage Structure     := 145
Cost Minerals         := 1331
Cost Organics         := 2662
Cost Radioactives     := 1331
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5002
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ice Planet Colonization
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize a ice based planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 35kT worth of cargo space.
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ice Colonization Module V
Description           := Materials needed to start a colony on a ice planet.
Pic Num               := 114
Tonnage Space Taken   := 275
Tonnage Structure     := 145
Cost Minerals         := 1464
Cost Organics         := 2928
Cost Radioactives     := 1464
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5002
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ice Planet Colonization
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize a ice based planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 41kT worth of cargo space.
Ability 2 Val 1       := 41
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gas Giant Colonization Module I
Description           := Materials needed to start a colony on a gas giant.
Pic Num               := 108
Tonnage Space Taken   := 285
Tonnage Structure     := 155
Cost Minerals         := 1000
Cost Organics         := 1000
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gas Giant Colonization
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Gas
Ability 1 Descr       := Can colonize a gas giant planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT worth of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gas Giant Colonization Module II
Description           := Materials needed to start a colony on a gas giant.
Pic Num               := 108
Tonnage Space Taken   := 285
Tonnage Structure     := 155
Cost Minerals         := 1100
Cost Organics         := 1100
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gas Giant Colonization
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Gas
Ability 1 Descr       := Can colonize a gas giant planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 24kT worth of cargo space.
Ability 2 Val 1       := 24
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gas Giant Colonization Module III
Description           := Materials needed to start a colony on a gas giant.
Pic Num               := 108
Tonnage Space Taken   := 285
Tonnage Structure     := 155
Cost Minerals         := 1210
Cost Organics         := 1210
Cost Radioactives     := 2420
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gas Giant Colonization
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Gas
Ability 1 Descr       := Can colonize a gas giant planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 29kT worth of cargo space.
Ability 2 Val 1       := 29
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gas Giant Colonization Module IV
Description           := Materials needed to start a colony on a gas giant.
Pic Num               := 108
Tonnage Space Taken   := 285
Tonnage Structure     := 155
Cost Minerals         := 1331
Cost Organics         := 1331
Cost Radioactives     := 2662
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gas Giant Colonization
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Gas
Ability 1 Descr       := Can colonize a gas giant planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 35kT worth of cargo space.
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gas Giant Colonization Module V
Description           := Materials needed to start a colony on a gas giant.
Pic Num               := 108
Tonnage Space Taken   := 285
Tonnage Structure     := 155
Cost Minerals         := 1464
Cost Organics         := 1464
Cost Radioactives     := 2928
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 5003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Gas Giant Colonization
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Gas
Ability 1 Descr       := Can colonize a gas giant planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 41kT worth of cargo space.
Ability 2 Val 1       := 41
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Universal Colonization Module I
Description           := Materials needed to start an outpost on a planet of any type.
Pic Num               := 1300
Tonnage Space Taken   := 285
Tonnage Structure     := 145
Cost Minerals         := 2000
Cost Organics         := 2000
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 25073
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Gas Giant Colonization
Tech Level Req 1      := 1
Tech Area Req 2       := Rock Planet Colonization
Tech Level Req 2      := 1
Tech Area Req 3       := Ice Planet Colonization
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize any planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT worth of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Colonize Planet - Ice
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Colonize Planet - Gas
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Universal Colonization Module II
Description           := Materials needed to start an outpost on a planet of any type.
Pic Num               := 1300
Tonnage Space Taken   := 285
Tonnage Structure     := 145
Cost Minerals         := 2200
Cost Organics         := 2200
Cost Radioactives     := 2200
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 25073
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Gas Giant Colonization
Tech Level Req 1      := 2
Tech Area Req 2       := Rock Planet Colonization
Tech Level Req 2      := 2
Tech Area Req 3       := Ice Planet Colonization
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize any planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 24kT worth of cargo space.
Ability 2 Val 1       := 24
Ability 2 Val 2       := 0
Ability 3 Type        := Colonize Planet - Ice
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Colonize Planet - Gas
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Universal Colonization Module III
Description           := Materials needed to start an outpost on a planet of any type.
Pic Num               := 1300
Tonnage Space Taken   := 285
Tonnage Structure     := 145
Cost Minerals         := 2420
Cost Organics         := 2420
Cost Radioactives     := 2420
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 25073
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Gas Giant Colonization
Tech Level Req 1      := 3
Tech Area Req 2       := Rock Planet Colonization
Tech Level Req 2      := 3
Tech Area Req 3       := Ice Planet Colonization
Tech Level Req 3      := 3
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize any planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 29kT worth of cargo space.
Ability 2 Val 1       := 29
Ability 2 Val 2       := 0
Ability 3 Type        := Colonize Planet - Ice
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Colonize Planet - Gas
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Universal Colonization Module IV
Description           := Materials needed to start an outpost on a planet of any type.
Pic Num               := 1300
Tonnage Space Taken   := 285
Tonnage Structure     := 145
Cost Minerals         := 2662
Cost Organics         := 2662
Cost Radioactives     := 2662
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 25073
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Gas Giant Colonization
Tech Level Req 1      := 4
Tech Area Req 2       := Rock Planet Colonization
Tech Level Req 2      := 4
Tech Area Req 3       := Ice Planet Colonization
Tech Level Req 3      := 4
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize any planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 35kT worth of cargo space.
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Ability 3 Type        := Colonize Planet - Ice
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Colonize Planet - Gas
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Universal Colonization Module V
Description           := Materials needed to start an outpost on a planet of any type.
Pic Num               := 1300
Tonnage Space Taken   := 285
Tonnage Structure     := 145
Cost Minerals         := 2928
Cost Organics         := 2928
Cost Radioactives     := 2928
Vehicle Type          := Ship\Base
Vechicle List Type Override    := Ship
Vehicle List Type Description := Ships
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 25073
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Gas Giant Colonization
Tech Level Req 1      := 5
Tech Area Req 2       := Rock Planet Colonization
Tech Level Req 2      := 5
Tech Area Req 3       := Ice Planet Colonization
Tech Level Req 3      := 5
Number of Abilities   := 4
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize any planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 41kT worth of cargo space.
Ability 2 Val 1       := 41
Ability 2 Val 2       := 0
Ability 3 Type        := Colonize Planet - Ice
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Colonize Planet - Gas
Ability 4 Descr       := 
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Bridge
Description           := The main control center of a starship.
Pic Num               := 1
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 2
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Flag Bridge
Description           := Command control center for coordinating the actions of an entire fleet.
Pic Num               := 251
Tonnage Space Taken   := 50
Tonnage Structure     := 10
Cost Minerals         := 580
Cost Organics         := 200
Cost Radioactives     := 180
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 7210
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Coordination/Logistics
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge, life support and crew quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Crew Quarters
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Ability 4 Type        := Combat Modifier - System
Ability 4 Descr       := Gives a 3% offense bonus to all ships and units in this system (only 1 component per system effective).
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Combat To Hit Defense Plus
Ability 5 Descr       := Gives a 1% defense bonus to the ship in combat.
Ability 5 Val 1       := 1
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Life Support
Description           := Mechanical means to generate a livable atmosphere on a starship.
Pic Num               := 5
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 3
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Crew Quarters
Description           := Area on a starship where the crew spends its off-hours.
Pic Num               := 7
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 4
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Auxiliary Control
Description           := If a ship's bridge is ever destroyed, this will serve as a temporary bridge for the ship.
Pic Num               := 2
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 5
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Auxiliary Control
Ability 1 Descr       := Contains an Auxiliary Control.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Neural Core
Description           := The primary nexus of a living starship's mental capacity.
Pic Num               := 1656
Tonnage Space Taken   := 5
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 2
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Living Ships
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Reflex Center
Description           := Neural tissue which provides a living starship's subconsious combat reflexes.
Pic Num               := 1658
Tonnage Space Taken   := 5
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 5
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Living Ships
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Ship Auxiliary Control
Ability 1 Descr       := Provides some backup control if the neural core is lost.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Gives a 3% attack bonus in combat.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 3% defense bonus in combat.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Homeostasis Organs
Description           := Specialized tissues which maintain the health of the ship.
Pic Num               := 312
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 300
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 3
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Living Ships
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Provides Life Support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Repair
Ability 2 Descr       := Can heal one component per turn.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Life Support
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Neural Tendrils
Description           := Nerve fibers which spread out from the core and connect to all of the on-board equipment.
Pic Num               := 311
Tonnage Space Taken   := 5
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 4
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Living Ships
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Functions as Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Engineering Module I
Description           := Provides maintenance and repair bonuses. In emergencies the vessel can be commanded from the engineering module.
Pic Num               := 250
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 100
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 99
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Provides a maintenance bonus of 2%
Ability 1 Val 1       := 2
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        := Ship Auxiliary Control
Ability 3 Descr       := Contains an Auxiliary Control.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Engineering Module II
Description           := Provides maintenance and repair bonuses. In emergencies the vessel can be commanded from the engineering module.
Pic Num               := 250
Tonnage Space Taken   := 40
Tonnage Structure     := 22
Cost Minerals         := 330
Cost Organics         := 110
Cost Radioactives     := 220
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 99
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Provides a maintenance bonus of 3%
Ability 1 Val 1       := 3
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        := Ship Auxiliary Control
Ability 3 Descr       := Contains an Auxiliary Control.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Engineering Module III
Description           := Provides maintenance and repair bonuses. In emergencies the vessel can be commanded from the engineering module.
Pic Num               := 250
Tonnage Space Taken   := 40
Tonnage Structure     := 24
Cost Minerals         := 363
Cost Organics         := 121
Cost Radioactives     := 242
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 99
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Provides a maintenance bonus of 3%
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Component Repair
Ability 2 Descr       := Can repair 2 component per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Auxiliary Control
Ability 3 Descr       := Contains an Auxiliary Control.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Engineering Module IV
Description           := Provides maintenance and repair bonuses. In emergencies the vessel can be commanded from the engineering module.
Pic Num               := 250
Tonnage Space Taken   := 40
Tonnage Structure     := 27
Cost Minerals         := 399
Cost Organics         := 133
Cost Radioactives     := 266
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 99
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Provides a maintenance bonus of 4%
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Component Repair
Ability 2 Descr       := Can repair 2 component per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Auxiliary Control
Ability 3 Descr       := Contains an Auxiliary Control.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Engineering Module V
Description           := Provides maintenance and repair bonuses. In emergencies the vessel can be commanded from the engineering module.
Pic Num               := 250
Tonnage Space Taken   := 40
Tonnage Structure     := 29
Cost Minerals         := 439
Cost Organics         := 146
Cost Radioactives     := 293
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 99
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Provides a maintenance bonus of 5%
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Component Repair
Ability 2 Descr       := Can repair 2 component per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Auxiliary Control
Ability 3 Descr       := Contains an Auxiliary Control.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Maintenance Nanites I
Description           := Mocroscopic robots that perform routine maintenance
Pic Num               := 1094
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 26026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 1
Tech Area Req 2       := Repair/Maintenance
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Provides a maintenance bonus of 2%
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Maintenance Nanites II
Description           := Mocroscopic robots that perform routine maintenance
Pic Num               := 1094
Tonnage Space Taken   := 10
Tonnage Structure     := 7
Cost Minerals         := 550
Cost Organics         := 110
Cost Radioactives     := 110
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 26026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 2
Tech Area Req 2       := Repair/Maintenance
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Provides a maintenance bonus of 3%
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Maintenance Nanites III
Description           := Mocroscopic robots that perform routine maintenance
Pic Num               := 1094
Tonnage Space Taken   := 10
Tonnage Structure     := 7
Cost Minerals         := 605
Cost Organics         := 121
Cost Radioactives     := 121
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 26026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 3
Tech Area Req 2       := Repair/Maintenance
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Provides a maintenance bonus of 4%
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Maintenance Nanites IV
Description           := Mocroscopic robots that perform routine maintenance
Pic Num               := 1094
Tonnage Space Taken   := 10
Tonnage Structure     := 8
Cost Minerals         := 666
Cost Organics         := 133
Cost Radioactives     := 133
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 26026
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 4
Tech Area Req 2       := Repair/Maintenance
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Provides a maintenance bonus of 6%
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Maintenance Nanites V
Description           := Mocroscopic robots that perform routine maintenance
Pic Num               := 1094
Tonnage Space Taken   := 10
Tonnage Structure     := 9
Cost Minerals         := 732
Cost Organics         := 146
Cost Radioactives     := 146
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 26026
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 5
Tech Area Req 2       := Repair/Maintenance
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Provides a maintenance bonus of 8%
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Construction Nanites I
Description           := Mocroscopic construction robots.
Pic Num               := 1087
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 400
Cost Organics         := 100
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 26027
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 1
Tech Area Req 2       := Construction
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 500kt of each resource per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 500
Ability 2 Type        := Space Yard
Ability 2 Descr       := 
Ability 2 Val 1       := 2
Ability 2 Val 2       := 500
Ability 3 Type        := Space Yard
Ability 3 Descr       := 
Ability 3 Val 1       := 3
Ability 3 Val 2       := 500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 components per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Construction Nanites II
Description           := Mocroscopic construction robots.
Pic Num               := 1087
Tonnage Space Taken   := 10
Tonnage Structure     := 7
Cost Minerals         := 440
Cost Organics         := 110
Cost Radioactives     := 330
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 26027
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 2
Tech Area Req 2       := Construction
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 650kt of each resource per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 650
Ability 2 Type        := Space Yard
Ability 2 Descr       := 
Ability 2 Val 1       := 2
Ability 2 Val 2       := 650
Ability 3 Type        := Space Yard
Ability 3 Descr       := 
Ability 3 Val 1       := 3
Ability 3 Val 2       := 650
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 components per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Construction Nanites III
Description           := Mocroscopic construction robots.
Pic Num               := 1087
Tonnage Space Taken   := 10
Tonnage Structure     := 7
Cost Minerals         := 484
Cost Organics         := 121
Cost Radioactives     := 363
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 26027
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 3
Tech Area Req 2       := Construction
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 845kt of each resource per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 845
Ability 2 Type        := Space Yard
Ability 2 Descr       := 
Ability 2 Val 1       := 2
Ability 2 Val 2       := 845
Ability 3 Type        := Space Yard
Ability 3 Descr       := 
Ability 3 Val 1       := 3
Ability 3 Val 2       := 845
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 components per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Construction Nanites IV
Description           := Mocroscopic construction robots.
Pic Num               := 1087
Tonnage Space Taken   := 10
Tonnage Structure     := 8
Cost Minerals         := 532
Cost Organics         := 133
Cost Radioactives     := 399
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 26027
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 4
Tech Area Req 2       := Construction
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1099kt of each resource per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1099
Ability 2 Type        := Space Yard
Ability 2 Descr       := 
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1099
Ability 3 Type        := Space Yard
Ability 3 Descr       := 
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1099
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 components per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Construction Nanites V
Description           := Mocroscopic construction robots.
Pic Num               := 1087
Tonnage Space Taken   := 10
Tonnage Structure     := 9
Cost Minerals         := 586
Cost Organics         := 146
Cost Radioactives     := 439
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 26027
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 5
Tech Area Req 2       := Construction
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1428kt of each resource per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1428
Ability 2 Type        := Space Yard
Ability 2 Descr       := 
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1428
Ability 3 Type        := Space Yard
Ability 3 Descr       := 
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1428
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 components per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Rotating Gravity Module I
Description           := A rotating module that generates artificial gravity.
Pic Num               := 885
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 5000
Cost Organics         := 200
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 25011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Simulated Gravity
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves crew combat performance by 3%
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Provides a maintenance bonus of 1%
Ability 3 Val 1       := -1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Rotating Gravity Module II
Description           := A rotating module that generates artificial gravity.
Pic Num               := 885
Tonnage Space Taken   := 200
Tonnage Structure     := 110
Cost Minerals         := 5500
Cost Organics         := 220
Cost Radioactives     := 55
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 25011
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Simulated Gravity
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves crew combat performance by 4%
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Provides a maintenance bonus of 2%
Ability 3 Val 1       := -2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Rotating Gravity Module III
Description           := A rotating module that generates artificial gravity.
Pic Num               := 885
Tonnage Space Taken   := 200
Tonnage Structure     := 121
Cost Minerals         := 6050
Cost Organics         := 242
Cost Radioactives     := 61
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 25011
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Simulated Gravity
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves crew combat performance by 5%
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Provides a maintenance bonus of 2%
Ability 3 Val 1       := -2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Rotating Gravity Module IV
Description           := A rotating module that generates artificial gravity.
Pic Num               := 885
Tonnage Space Taken   := 200
Tonnage Structure     := 133
Cost Minerals         := 6655
Cost Organics         := 266
Cost Radioactives     := 67
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 25011
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Simulated Gravity
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves crew combat performance by 6%
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Provides a maintenance bonus of 3%
Ability 3 Val 1       := -3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Rotating Gravity Module V
Description           := A rotating module that generates artificial gravity.
Pic Num               := 885
Tonnage Space Taken   := 200
Tonnage Structure     := 146
Cost Minerals         := 7321
Cost Organics         := 293
Cost Radioactives     := 73
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 25011
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Simulated Gravity
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves crew combat performance by 7%
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Provides a maintenance bonus of 3%
Ability 3 Val 1       := -3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Artificial Gravity Generator I
Description           := A device that generates an artificial gravity field.
Pic Num               := 480
Tonnage Space Taken   := 100
Tonnage Structure     := 60
Cost Minerals         := 2500
Cost Organics         := 300
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 25012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Simulated Gravity
Tech Level Req 1      := 1
Tech Area Req 2       := Antigravity
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves crew combat performance by 4%
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Provides a maintenance bonus of 1%
Ability 3 Val 1       := -1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Artificial Gravity Generator II
Description           := A device that generates an artificial gravity field.
Pic Num               := 480
Tonnage Space Taken   := 100
Tonnage Structure     := 66
Cost Minerals         := 2750
Cost Organics         := 330
Cost Radioactives     := 11000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 25012
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Simulated Gravity
Tech Level Req 1      := 2
Tech Area Req 2       := Antigravity
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves crew combat performance by 5%
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Provides a maintenance bonus of 2%
Ability 3 Val 1       := -2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Artificial Gravity Generator III
Description           := A device that generates an artificial gravity field.
Pic Num               := 480
Tonnage Space Taken   := 100
Tonnage Structure     := 73
Cost Minerals         := 3025
Cost Organics         := 363
Cost Radioactives     := 12100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 25012
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Simulated Gravity
Tech Level Req 1      := 3
Tech Area Req 2       := Antigravity
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves crew combat performance by 6%
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Provides a maintenance bonus of 2%
Ability 3 Val 1       := -2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Artificial Gravity Generator IV
Description           := A device that generates an artificial gravity field.
Pic Num               := 480
Tonnage Space Taken   := 100
Tonnage Structure     := 80
Cost Minerals         := 3328
Cost Organics         := 399
Cost Radioactives     := 13310
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 25012
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Simulated Gravity
Tech Level Req 1      := 4
Tech Area Req 2       := Antigravity
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves crew combat performance by 7%
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Provides a maintenance bonus of 3%
Ability 3 Val 1       := -3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Artificial Gravity Generator V
Description           := A device that generates an artificial gravity field.
Pic Num               := 480
Tonnage Space Taken   := 100
Tonnage Structure     := 88
Cost Minerals         := 3660
Cost Organics         := 439
Cost Radioactives     := 14641
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 25012
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Simulated Gravity
Tech Level Req 1      := 5
Tech Area Req 2       := Antigravity
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves crew combat performance by 8%
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Provides a maintenance bonus of 3%
Ability 3 Val 1       := -3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Dampener I
Description           := Inertial dampening field protects ship structure and crew allowing ship to achieve greater speed and maneuverability.
Pic Num               := 975
Tonnage Space Taken   := 30
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Propulsion
Family                := 42
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 1 bonus movement point (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Improves crew combat performance by 3%
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Dampener II
Description           := Inertial dampening field protects ship structure and crew allowing ship to achieve greater speed and maneuverability.
Pic Num               := 975
Tonnage Space Taken   := 27
Tonnage Structure     := 10
Cost Minerals         := 60
Cost Organics         := 120
Cost Radioactives     := 120
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Propulsion
Family                := 42
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 1 bonus movement point (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Improves crew combat performance by 5%
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Dampener III
Description           := Inertial dampening field protects ship structure and crew allowing ship to achieve greater speed and maneuverability.
Pic Num               := 975
Tonnage Space Taken   := 24
Tonnage Structure     := 9
Cost Minerals         := 72
Cost Organics         := 144
Cost Radioactives     := 144
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Propulsion
Family                := 42
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 1 bonus movement point (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Improves crew combat performance by 7%
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Dampener IV
Description           := Inertial dampening field protects ship structure and crew allowing ship to achieve greater speed and maneuverability.
Pic Num               := 975
Tonnage Space Taken   := 22
Tonnage Structure     := 9
Cost Minerals         := 86
Cost Organics         := 173
Cost Radioactives     := 173
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Propulsion
Family                := 42
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 1 bonus movement point (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Improves crew combat performance by 10%
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Inertial Dampener V
Description           := Inertial dampening field protects ship structure and crew allowing ship to achieve greater speed and maneuverability.
Pic Num               := 975
Tonnage Space Taken   := 20
Tonnage Structure     := 8
Cost Minerals         := 104
Cost Organics         := 207
Cost Radioactives     := 207
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Propulsion
Family                := 42
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 1 bonus movement point (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Improves crew combat performance by 15%
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Psychic Navigator I
Description           := Resident telepath specializes in both tactics and navigation.
Pic Num               := 1653
Tonnage Space Taken   := 30
Tonnage Structure     := 10
Cost Minerals         := 150
Cost Organics         := 100
Cost Radioactives     := 50
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Propulsion
Family                := 26039
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 1 bonus movement point (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Improves crew combat performance by 3%
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Ability 4 Type        := Combat Movement
Ability 4 Descr       := Generates 1 extra movement point in combat
Ability 4 Val 1       := 1
Ability 4 Val 2       := 3
Weapon Type           := None

Name                  := Psychic Navigator II
Description           := Resident telepath specializes in both tactics and navigation.
Pic Num               := 1653
Tonnage Space Taken   := 30
Tonnage Structure     := 11
Cost Minerals         := 165
Cost Organics         := 110
Cost Radioactives     := 55
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Propulsion
Family                := 26039
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 1 bonus movement point (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Improves crew combat performance by 4%
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Ability 4 Type        := Combat Movement
Ability 4 Descr       := Generates 2 extra movements point in combat
Ability 4 Val 1       := 2
Ability 4 Val 2       := 3
Weapon Type           := None

Name                  := Psychic Navigator III
Description           := Resident telepath specializes in both tactics and navigation.
Pic Num               := 1653
Tonnage Space Taken   := 30
Tonnage Structure     := 12
Cost Minerals         := 182
Cost Organics         := 121
Cost Radioactives     := 61
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Propulsion
Family                := 26039
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Extra Movement Generation
Ability 1 Descr       := Generates 1 bonus movement point (only 1 component per ship effective).
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Improves crew combat performance by 4%
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Ability 4 Type        := Combat Movement
Ability 4 Descr       := Generates 3 extra movement points in combat
Ability 4 Val 1       := 3
Ability 4 Val 2       := 3
Weapon Type           := None

Name                  := Gravity Well Projector I
Description           := Gravitational field which closes an active warp point.
Pic Num               := 233
Tonnage Space Taken   := 200
Tonnage Structure     := 150
Cost Minerals         := 5500
Cost Organics         := 200
Cost Radioactives     := 2000
Vehicle Type          := Ship\Base
Supply Amount Used    := 3000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 24050
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 3
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Open Warp Point
Ability 2 Descr       := Stops warp points from being opened within the system.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Well Projector II
Description           := Gravitational field which closes an active warp point.
Pic Num               := 233
Tonnage Space Taken   := 180
Tonnage Structure     := 135
Cost Minerals         := 4950
Cost Organics         := 180
Cost Radioactives     := 1800
Vehicle Type          := Ship\Base
Supply Amount Used    := 2700
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 24050
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 4
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Open Warp Point
Ability 2 Descr       := Stops warp points from being opened within the system.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Well Projector III
Description           := Gravitational field which closes an active warp point.
Pic Num               := 233
Tonnage Space Taken   := 162
Tonnage Structure     := 122
Cost Minerals         := 4455
Cost Organics         := 162
Cost Radioactives     := 1620
Vehicle Type          := Ship\Base
Supply Amount Used    := 2430
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 24050
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 5
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Open Warp Point
Ability 2 Descr       := Stops warp points from being opened within the system.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Well Projector IV
Description           := Gravitational field which closes an active warp point.
Pic Num               := 233
Tonnage Space Taken   := 146
Tonnage Structure     := 109
Cost Minerals         := 4010
Cost Organics         := 146
Cost Radioactives     := 1458
Vehicle Type          := Ship\Base
Supply Amount Used    := 2187
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 24050
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 6
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Open Warp Point
Ability 2 Descr       := Stops warp points from being opened within the system.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Well Projector V
Description           := Gravitational field which closes an active warp point.
Pic Num               := 233
Tonnage Space Taken   := 131
Tonnage Structure     := 98
Cost Minerals         := 3609
Cost Organics         := 131
Cost Radioactives     := 1312
Vehicle Type          := Ship\Base
Supply Amount Used    := 1968
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 24050
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 7
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Open Warp Point
Ability 2 Descr       := Stops warp points from being opened within the system.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 500
Tonnage Structure     := 300
Cost Minerals         := 2000
Cost Organics         := 100
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 1
Custom Group          := 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 1000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 500
Tonnage Structure     := 330
Cost Minerals         := 2200
Cost Organics         := 110
Cost Radioactives     := 550
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1200 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1200
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1200 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1200
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1200 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1200
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 4 components per turn.
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 500
Tonnage Structure     := 363
Cost Minerals         := 2420
Cost Organics         := 121
Cost Radioactives     := 605
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1440 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1440
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1440 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1440
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1440 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1440
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 4 components per turn.
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 500
Tonnage Structure     := 399
Cost Minerals         := 2662
Cost Organics         := 133
Cost Radioactives     := 666
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1728 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1728
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1728 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1728
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1728 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1728
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 5 components per turn.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 500
Tonnage Structure     := 439
Cost Minerals         := 2928
Cost Organics         := 146
Cost Radioactives     := 732
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2074 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2074
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 2074 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2074
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 2074 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2074
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 6 components per turn.
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard VI
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 500
Tonnage Structure     := 483
Cost Minerals         := 3221
Cost Organics         := 161
Cost Radioactives     := 805
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2488 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2488
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 2488 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2488
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 2488 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2488
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 7 components per turn.
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard VII
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 500
Tonnage Structure     := 531
Cost Minerals         := 3543
Cost Organics         := 177
Cost Radioactives     := 886
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 7
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2986 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2986
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 2986 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2986
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 2986 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2986
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 9 components per turn.
Ability 4 Val 1       := 9
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard VIII
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 500
Tonnage Structure     := 585
Cost Minerals         := 3897
Cost Organics         := 195
Cost Radioactives     := 974
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 8
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 3583 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3583
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 3583 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3583
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 3583 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3583
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 11 components per turn.
Ability 4 Val 1       := 11
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard IX
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 500
Tonnage Structure     := 643
Cost Minerals         := 4287
Cost Organics         := 214
Cost Radioactives     := 1072
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 9
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 4300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 4300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 4300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4300
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 13 components per turn.
Ability 4 Val 1       := 13
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard X
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 500
Tonnage Structure     := 707
Cost Minerals         := 4716
Cost Organics         := 236
Cost Radioactives     := 1179
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 6
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 10
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 5160 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 5160
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 5160 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 5160
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 5160 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 5160
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 15 components per turn.
Ability 4 Val 1       := 15
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Space Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1598
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 100
Cost Organics         := 2000
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9990
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 3
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1500 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1500
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 2500 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2500
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Space Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1598
Tonnage Space Taken   := 400
Tonnage Structure     := 220
Cost Minerals         := 110
Cost Organics         := 2200
Cost Radioactives     := 550
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9990
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 4
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1800 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1800
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 3000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1800 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1800
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 4 components per turn.
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Space Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1598
Tonnage Space Taken   := 400
Tonnage Structure     := 242
Cost Minerals         := 121
Cost Organics         := 2420
Cost Radioactives     := 605
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9990
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 5
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2160 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2160
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 3600 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3600
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 2160 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2160
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 4 components per turn.
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Space Yard IV
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1598
Tonnage Space Taken   := 400
Tonnage Structure     := 266
Cost Minerals         := 133
Cost Organics         := 2662
Cost Radioactives     := 666
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9990
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 6
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2592 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2592
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 4320 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4320
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 2592 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2592
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 5 components per turn.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Space Yard V
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1598
Tonnage Space Taken   := 400
Tonnage Structure     := 293
Cost Minerals         := 146
Cost Organics         := 2928
Cost Radioactives     := 732
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9990
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 7
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1500 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3110
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 2500 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 5184
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3110
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 3 components per turn.
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Space Yard VI
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1598
Tonnage Space Taken   := 400
Tonnage Structure     := 322
Cost Minerals         := 161
Cost Organics         := 3221
Cost Radioactives     := 805
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9990
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 8
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 3732 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3732
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 6221 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 6221
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 3732 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3732
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 7 components per turn.
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Space Yard VII
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1598
Tonnage Space Taken   := 400
Tonnage Structure     := 354
Cost Minerals         := 177
Cost Organics         := 3543
Cost Radioactives     := 886
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9990
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 9
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 4479 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4479
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 7460 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 7465
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 4479 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4479
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 9 components per turn.
Ability 4 Val 1       := 9
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Space Yard VIII
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1598
Tonnage Space Taken   := 400
Tonnage Structure     := 390
Cost Minerals         := 195
Cost Organics         := 3897
Cost Radioactives     := 974
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9990
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 10
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 5375 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 5375
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 8958 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 8958
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 5375 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 5375
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 11 components per turn.
Ability 4 Val 1       := 11
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Space Yard IX
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1598
Tonnage Space Taken   := 400
Tonnage Structure     := 429
Cost Minerals         := 214
Cost Organics         := 4287
Cost Radioactives     := 1072
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9990
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 11
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 6450 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 6450
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 10750 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 10750
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 6450 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 6450
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 13 components per turn.
Ability 4 Val 1       := 13
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Space Yard X
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 1598
Tonnage Space Taken   := 400
Tonnage Structure     := 472
Cost Minerals         := 236
Cost Organics         := 4716
Cost Radioactives     := 1179
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 9990
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 12
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 7740 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 7740
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 12899 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 12899
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 7740 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 7740
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 15 components per turn.
Ability 4 Val 1       := 15
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Commercial Space Yard I
Description           := Ship construction module operated by an independent contractor. Can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 550
Tonnage Structure     := 150
Cost Minerals         := 3750
Cost Organics         := 200
Cost Radioactives     := 938
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24045
Roman Numeral         := 1
Custom Group          := 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   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1500 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1500
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1500 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1500
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 5 components per turn.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Commercial Space Yard II
Description           := Ship construction module operated by an independent contractor. Can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 550
Tonnage Structure     := 165
Cost Minerals         := 4125
Cost Organics         := 220
Cost Radioactives     := 1032
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24045
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 2
Tech Area Req 2       := Economics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1800 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1800
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1800 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1800
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1800 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1800
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 6 components per turn.
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Commercial Space Yard III
Description           := Ship construction module operated by an independent contractor. Can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 550
Tonnage Structure     := 182
Cost Minerals         := 4538
Cost Organics         := 242
Cost Radioactives     := 1135
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24045
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 3
Tech Area Req 2       := Economics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2160 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2160
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 2160 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2160
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 2160 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2160
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 7 components per turn.
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Commercial Space Yard IV
Description           := Ship construction module operated by an independent contractor. Can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 550
Tonnage Structure     := 200
Cost Minerals         := 4991
Cost Organics         := 266
Cost Radioactives     := 1248
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24045
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 4
Tech Area Req 2       := Economics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2592 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2592
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 2592 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2592
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 2592 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2592
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 9 components per turn.
Ability 4 Val 1       := 9
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Commercial Space Yard V
Description           := Ship construction module operated by an independent contractor. Can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 550
Tonnage Structure     := 220
Cost Minerals         := 5490
Cost Organics         := 293
Cost Radioactives     := 1373
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24045
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 5
Tech Area Req 2       := Economics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 3110 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3110
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 3110 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3110
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 3110 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3110
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 10 components per turn.
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Commercial Space Yard VI
Description           := Ship construction module operated by an independent contractor. Can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 550
Tonnage Structure     := 242
Cost Minerals         := 6039
Cost Organics         := 322
Cost Radioactives     := 1511
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24045
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 6
Tech Area Req 2       := Economics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 3732 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3732
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 3732 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 3732
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 3732 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 3732
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 12 components per turn.
Ability 4 Val 1       := 12
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Commercial Space Yard VII
Description           := Ship construction module operated by an independent contractor. Can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 550
Tonnage Structure     := 266
Cost Minerals         := 6643
Cost Organics         := 354
Cost Radioactives     := 1662
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24045
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 7
Tech Area Req 2       := Economics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 4479 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4479
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 4479 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4479
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 4479 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4479
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 15 components per turn.
Ability 4 Val 1       := 15
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Commercial Space Yard VIII
Description           := Ship construction module operated by an independent contractor. Can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 550
Tonnage Structure     := 292
Cost Minerals         := 7308
Cost Organics         := 390
Cost Radioactives     := 1828
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24045
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 8
Tech Area Req 2       := Economics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 5375 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 5375
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 5375 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 5375
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 5375 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 5375
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 18 components per turn.
Ability 4 Val 1       := 18
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Commercial Space Yard IX
Description           := Ship construction module operated by an independent contractor. Can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 550
Tonnage Structure     := 322
Cost Minerals         := 8038
Cost Organics         := 429
Cost Radioactives     := 2011
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24045
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 9
Tech Area Req 2       := Economics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 6450 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 6450
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 6450 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 6450
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 6450 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 6450
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 21 components per turn.
Ability 4 Val 1       := 21
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Commercial Space Yard X
Description           := Ship construction module operated by an independent contractor. Can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 550
Tonnage Structure     := 354
Cost Minerals         := 8842
Cost Organics         := 472
Cost Radioactives     := 2212
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24045
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 10
Tech Area Req 2       := Economics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 7740 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 7740
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 7740 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 7740
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 7740 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 7740
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 26 components per turn.
Ability 4 Val 1       := 26
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay I
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 10
Cost Radioactives     := 5
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 1
Custom Group          := 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 150kT worth of cargo space.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay II
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 11
Cost Minerals         := 190
Cost Organics         := 10
Cost Radioactives     := 5
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 195kT worth of cargo space.
Ability 1 Val 1       := 195
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay III
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 12
Cost Minerals         := 181
Cost Organics         := 9
Cost Radioactives     := 5
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 254kT worth of cargo space.
Ability 1 Val 1       := 254
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay IV
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 13
Cost Minerals         := 171
Cost Organics         := 9
Cost Radioactives     := 4
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 330kT worth of cargo space.
Ability 1 Val 1       := 330
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Bay V
Description           := Area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 20
Tonnage Structure     := 14
Cost Minerals         := 163
Cost Organics         := 8
Cost Radioactives     := 4
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 7
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 428kT worth of cargo space.
Ability 1 Val 1       := 428
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Radioactive Waste
Description           := Left over radioactive material with no place to go
Pic Num               := 1677
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 5
Cost Organics         := 5
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 25080
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Tech Area Req 2       := Nuclear Power
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Sector - Sensor Interference
Ability 1 Descr       := Radioactivity interferes with combat sensors
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Interferes with long range scanners
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer I
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 1157
Tonnage Space Taken   := 30
Tonnage Structure     := 26
Cost Minerals         := 4000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 8
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Poor tactical functions decrease combat performance by 4%
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := 
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer II
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 1157
Tonnage Space Taken   := 27
Tonnage Structure     := 25
Cost Minerals         := 3600
Cost Organics         := 900
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 8
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Poor tactical functions decrease combat performance by 3%
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := 
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer III
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 1157
Tonnage Space Taken   := 24
Tonnage Structure     := 23
Cost Minerals         := 3240
Cost Organics         := 810
Cost Radioactives     := 810
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 8
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Poor tactical functions decrease combat performance by 2%
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := 
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer IV
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 1157
Tonnage Space Taken   := 22
Tonnage Structure     := 22
Cost Minerals         := 2916
Cost Organics         := 729
Cost Radioactives     := 729
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 8
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := Poor tactical functions decrease combat performance by 1%
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := 
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Master Computer V
Description           := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions.
Pic Num               := 1157
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 2624
Cost Organics         := 656
Cost Radioactives     := 656
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 8
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Master Computer
Ability 1 Descr       := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Minus
Ability 2 Descr       := 
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Minus
Ability 3 Descr       := 
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Targeting Computer I
Description           := Computer calculates targeting angles allowing weapons to hit their targets with greater accuracy. It also allows the ship to fire at multiple targets.
Pic Num               := 381
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 150
Cost Organics         := 4
Cost Radioactives     := 15
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 25013
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Multiplex Tracking
Ability 2 Descr       := Allows tracking of 2 targets in combat (only 1 component per ship effective).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Targeting Computer II
Description           := Computer calculates targeting angles allowing weapons to hit their targets with greater accuracy. It also allows the ship to fire at multiple targets.
Pic Num               := 381
Tonnage Space Taken   := 24
Tonnage Structure     := 12
Cost Minerals         := 143
Cost Organics         := 4
Cost Radioactives     := 14
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 25013
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 28% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 28
Ability 1 Val 2       := 0
Ability 2 Type        := Multiplex Tracking
Ability 2 Descr       := Allows tracking of 3 targets in combat (only 1 component per ship effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Targeting Computer III
Description           := Computer calculates targeting angles allowing weapons to hit their targets with greater accuracy. It also allows the ship to fire at multiple targets.
Pic Num               := 381
Tonnage Space Taken   := 19
Tonnage Structure     := 10
Cost Minerals         := 135
Cost Organics         := 4
Cost Radioactives     := 14
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 25013
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 3
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 39% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 39
Ability 1 Val 2       := 0
Ability 2 Type        := Multiplex Tracking
Ability 2 Descr       := Allows tracking of 3 targets in combat (only 1 component per ship effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Targeting Computer IV
Description           := Computer calculates targeting angles allowing weapons to hit their targets with greater accuracy. It also allows the ship to fire at multiple targets.
Pic Num               := 381
Tonnage Space Taken   := 15
Tonnage Structure     := 8
Cost Minerals         := 129
Cost Organics         := 3
Cost Radioactives     := 13
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 25013
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 4
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 55% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 55
Ability 1 Val 2       := 0
Ability 2 Type        := Multiplex Tracking
Ability 2 Descr       := Allows tracking of 4 targets in combat (only 1 component per ship effective).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Targeting Computer V
Description           := Computer calculates targeting angles allowing weapons to hit their targets with greater accuracy. It also allows the ship to fire at multiple targets.
Pic Num               := 381
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 122
Cost Organics         := 3
Cost Radioactives     := 12
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 25013
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 5
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 77% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 77
Ability 1 Val 2       := 0
Ability 2 Type        := Multiplex Tracking
Ability 2 Descr       := Allows tracking of 6 targets in combat (only 1 component per ship effective).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Chemical Rocket Engine I
Description           := The chemical rocket engine creates thrust by channeling the expanding gasses of a rapid chemical reaction.
Pic Num               := 967
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 500
Cost Radioactives     := 50
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25014
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 standard thrust points.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Chemical Rocket Engine II
Description           := The chemical rocket engine creates thrust by channeling the expanding gasses of a rapid chemical reaction.
Pic Num               := 967
Tonnage Space Taken   := 100
Tonnage Structure     := 55
Cost Minerals         := 180
Cost Organics         := 450
Cost Radioactives     := 45
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25014
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 standard thrust points.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Chemical Rocket Engine III
Description           := The chemical rocket engine creates thrust by channeling the expanding gasses of a rapid chemical reaction.
Pic Num               := 967
Tonnage Space Taken   := 100
Tonnage Structure     := 61
Cost Minerals         := 162
Cost Organics         := 405
Cost Radioactives     := 41
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25014
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 standard thrust points.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Chemical Rocket Engine IV
Description           := The chemical rocket engine creates thrust by channeling the expanding gasses of a rapid chemical reaction.
Pic Num               := 967
Tonnage Space Taken   := 100
Tonnage Structure     := 67
Cost Minerals         := 146
Cost Organics         := 365
Cost Radioactives     := 36
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25014
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 standard thrust points.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Chemical Rocket Engine V
Description           := The chemical rocket engine creates thrust by channeling the expanding gasses of a rapid chemical reaction.
Pic Num               := 967
Tonnage Space Taken   := 100
Tonnage Structure     := 73
Cost Minerals         := 131
Cost Organics         := 328
Cost Radioactives     := 33
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25014
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 standard thrust points.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Chemical Booster I
Description           := The chemical booster rocket is a one-time use engine to provide extra movement. Usually used to break out of planetary orbit.
Pic Num               := 324
Tonnage Space Taken   := 200
Tonnage Structure     := 150
Cost Minerals         := 200
Cost Organics         := 500
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 300
Restrictions          := None
General Group         := Propulsion
Family                := 9
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Provides 1 extra movement points on use
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Booster is jettisoned after use
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Chemical Booster II
Description           := The chemical booster rocket is a one-time use engine to provide extra movement. Usually used to break out of planetary orbit.
Pic Num               := 324
Tonnage Space Taken   := 200
Tonnage Structure     := 165
Cost Minerals         := 180
Cost Organics         := 450
Cost Radioactives     := 45
Vehicle Type          := Ship\Base
Supply Amount Used    := 270
Restrictions          := None
General Group         := Propulsion
Family                := 9
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Provides 2 extra movement points on use
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Booster is jettisoned after use
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Chemical Booster III
Description           := The chemical booster rocket is a one-time use engine to provide extra movement. Usually used to break out of planetary orbit.
Pic Num               := 324
Tonnage Space Taken   := 200
Tonnage Structure     := 182
Cost Minerals         := 162
Cost Organics         := 405
Cost Radioactives     := 41
Vehicle Type          := Ship\Base
Supply Amount Used    := 243
Restrictions          := None
General Group         := Propulsion
Family                := 9
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Provides 3 extra movement points on use
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Booster is jettisoned after use
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Chemical Booster IV
Description           := The chemical booster rocket is a one-time use engine to provide extra movement. Usually used to break out of planetary orbit.
Pic Num               := 324
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 146
Cost Organics         := 365
Cost Radioactives     := 36
Vehicle Type          := Ship\Base
Supply Amount Used    := 219
Restrictions          := None
General Group         := Propulsion
Family                := 9
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Provides 4 extra movement points on use
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Booster is jettisoned after use
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Chemical Booster V
Description           := The chemical booster rocket is a one-time use engine to provide extra movement. Usually used to break out of planetary orbit.
Pic Num               := 324
Tonnage Space Taken   := 200
Tonnage Structure     := 220
Cost Minerals         := 131
Cost Organics         := 328
Cost Radioactives     := 33
Vehicle Type          := Ship\Base
Supply Amount Used    := 197
Restrictions          := None
General Group         := Propulsion
Family                := 9
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Provides 5 extra movement points on use
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Booster is jettisoned after use
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine I
Description           := The ion engine creates thrust by expelling streams of negative ions.
Pic Num               := 368
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 100
Cost Radioactives     := 200
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 30
Restrictions          := None
General Group         := Propulsion
Family                := 25015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 standard thrust points.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine II
Description           := The ion engine creates thrust by expelling streams of negative ions.
Pic Num               := 368
Tonnage Space Taken   := 100
Tonnage Structure     := 55
Cost Minerals         := 180
Cost Organics         := 90
Cost Radioactives     := 180
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 30
Restrictions          := None
General Group         := Propulsion
Family                := 25015
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Physics
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 standard thrust points.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine III
Description           := The ion engine creates thrust by expelling streams of negative ions.
Pic Num               := 368
Tonnage Space Taken   := 100
Tonnage Structure     := 61
Cost Minerals         := 162
Cost Organics         := 81
Cost Radioactives     := 162
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 30
Restrictions          := None
General Group         := Propulsion
Family                := 25015
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Physics
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 standard thrust points.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine IV
Description           := The ion engine creates thrust by expelling streams of negative ions.
Pic Num               := 368
Tonnage Space Taken   := 100
Tonnage Structure     := 67
Cost Minerals         := 146
Cost Organics         := 73
Cost Radioactives     := 146
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 30
Restrictions          := None
General Group         := Propulsion
Family                := 25015
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Physics
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 standard thrust points.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ion Engine V
Description           := The ion engine creates thrust by expelling streams of negative ions.
Pic Num               := 368
Tonnage Space Taken   := 100
Tonnage Structure     := 73
Cost Minerals         := 131
Cost Organics         := 66
Cost Radioactives     := 131
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 30
Restrictions          := None
General Group         := Propulsion
Family                := 25015
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Physics
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 standard thrust points.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antimatter Impulse Engine I
Description           := Sub-light drive engine suitable for inter-system travel.
Pic Num               := 700
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 3000
Cost Organics         := 1000
Cost Radioactives     := 1000
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 80
Restrictions          := None
General Group         := Propulsion
Family                := 1009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antimatter Impulse Engine II
Description           := Sub-light drive engine suitable for inter-system travel.
Pic Num               := 700
Tonnage Space Taken   := 100
Tonnage Structure     := 55
Cost Minerals         := 2700
Cost Organics         := 900
Cost Radioactives     := 900
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 80
Restrictions          := None
General Group         := Propulsion
Family                := 1009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antimatter Impulse Engine III
Description           := Sub-light drive engine suitable for inter-system travel.
Pic Num               := 700
Tonnage Space Taken   := 100
Tonnage Structure     := 61
Cost Minerals         := 2430
Cost Organics         := 810
Cost Radioactives     := 810
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 80
Restrictions          := None
General Group         := Propulsion
Family                := 1009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antimatter Impulse Engine IV
Description           := Sub-light drive engine suitable for inter-system travel.
Pic Num               := 700
Tonnage Space Taken   := 100
Tonnage Structure     := 67
Cost Minerals         := 2187
Cost Organics         := 729
Cost Radioactives     := 729
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 80
Restrictions          := None
General Group         := Propulsion
Family                := 1009
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antimatter Impulse Engine V
Description           := Sub-light drive engine suitable for inter-system travel.
Pic Num               := 700
Tonnage Space Taken   := 100
Tonnage Structure     := 73
Cost Minerals         := 1968
Cost Organics         := 656
Cost Radioactives     := 656
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 80
Restrictions          := None
General Group         := Propulsion
Family                := 1009
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 standard movement.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nuclear Pulse Engine I
Description           := The nuclear pulse engine creates thrust by detonating small nuclear devices against an armored pusher plate.
Pic Num               := 811
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 2000
Cost Organics         := 500
Cost Radioactives     := 1000
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 60
Restrictions          := None
General Group         := Propulsion
Family                := 25016
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nuclear Pulse Engine II
Description           := The nuclear pulse engine creates thrust by detonating small nuclear devices against an armored pusher plate.
Pic Num               := 811
Tonnage Space Taken   := 100
Tonnage Structure     := 77
Cost Minerals         := 1800
Cost Organics         := 450
Cost Radioactives     := 900
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 60
Restrictions          := None
General Group         := Propulsion
Family                := 25016
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nuclear Pulse Engine III
Description           := The nuclear pulse engine creates thrust by detonating small nuclear devices against an armored pusher plate.
Pic Num               := 811
Tonnage Space Taken   := 100
Tonnage Structure     := 85
Cost Minerals         := 1620
Cost Organics         := 405
Cost Radioactives     := 810
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 60
Restrictions          := None
General Group         := Propulsion
Family                := 25016
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nuclear Pulse Engine IV
Description           := The nuclear pulse engine creates thrust by detonating small nuclear devices against an armored pusher plate.
Pic Num               := 811
Tonnage Space Taken   := 100
Tonnage Structure     := 93
Cost Minerals         := 1458
Cost Organics         := 365
Cost Radioactives     := 729
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 60
Restrictions          := None
General Group         := Propulsion
Family                := 25016
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nuclear Pulse Engine V
Description           := The nuclear pulse engine creates thrust by detonating small nuclear devices against an armored pusher plate.
Pic Num               := 811
Tonnage Space Taken   := 100
Tonnage Structure     := 102
Cost Minerals         := 1312
Cost Organics         := 328
Cost Radioactives     := 656
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 60
Restrictions          := None
General Group         := Propulsion
Family                := 25016
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Engine I
Description           := The plasma engine creates thrust by expelling particles of high energy plasma.
Pic Num               := 369
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1800
Cost Organics         := 400
Cost Radioactives     := 2000
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 65
Restrictions          := None
General Group         := Propulsion
Family                := 25017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Plasma Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard thrust points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Engine II
Description           := The plasma engine creates thrust by expelling particles of high energy plasma.
Pic Num               := 369
Tonnage Space Taken   := 100
Tonnage Structure     := 55
Cost Minerals         := 1620
Cost Organics         := 360
Cost Radioactives     := 1800
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 65
Restrictions          := None
General Group         := Propulsion
Family                := 25017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Plasma Technology
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard thrust points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Engine III
Description           := The plasma engine creates thrust by expelling particles of high energy plasma.
Pic Num               := 369
Tonnage Space Taken   := 100
Tonnage Structure     := 61
Cost Minerals         := 1458
Cost Organics         := 324
Cost Radioactives     := 1620
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 65
Restrictions          := None
General Group         := Propulsion
Family                := 25017
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Plasma Technology
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard thrust points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Engine IV
Description           := The plasma engine creates thrust by expelling particles of high energy plasma.
Pic Num               := 369
Tonnage Space Taken   := 100
Tonnage Structure     := 67
Cost Minerals         := 1312
Cost Organics         := 292
Cost Radioactives     := 1458
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 65
Restrictions          := None
General Group         := Propulsion
Family                := 25017
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Plasma Technology
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard thrust points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Engine V
Description           := The plasma engine creates thrust by expelling particles of high energy plasma.
Pic Num               := 369
Tonnage Space Taken   := 100
Tonnage Structure     := 73
Cost Minerals         := 1181
Cost Organics         := 262
Cost Radioactives     := 1312
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 65
Restrictions          := None
General Group         := Propulsion
Family                := 25017
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Plasma Technology
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard thrust points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bio Engine I
Description           := Living engine used for sublight intersystem travel.
Pic Num               := 1480
Tonnage Space Taken   := 100
Tonnage Structure     := 90
Cost Minerals         := 3000
Cost Organics         := 4000
Cost Radioactives     := 800
Vehicle Type          := Ship
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 11400
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Living Ships
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Generates 2 bonus movement points.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := Generates 1 bonus combat movement point.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Bio Engine II
Description           := Living engine used for sublight intersystem travel.
Pic Num               := 1480
Tonnage Space Taken   := 100
Tonnage Structure     := 99
Cost Minerals         := 2700
Cost Organics         := 3600
Cost Radioactives     := 720
Vehicle Type          := Ship
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 11400
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Living Ships
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Generates 2 bonus movement points.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := Generates 1 bonus combat movement point.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Bio Engine III
Description           := Living engine used for sublight intersystem travel.
Pic Num               := 1480
Tonnage Space Taken   := 100
Tonnage Structure     := 109
Cost Minerals         := 2430
Cost Organics         := 3240
Cost Radioactives     := 648
Vehicle Type          := Ship
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 11400
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Living Ships
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Generates 2 bonus movement points.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := Generates 1 bonus combat movement point.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Bio Engine IV
Description           := Living engine used for sublight intersystem travel.
Pic Num               := 1480
Tonnage Space Taken   := 100
Tonnage Structure     := 120
Cost Minerals         := 2187
Cost Organics         := 2916
Cost Radioactives     := 583
Vehicle Type          := Ship
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 11400
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Living Ships
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Generates 2 bonus movement points.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := Generates 1 bonus combat movement point.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Bio Engine V
Description           := Living engine used for sublight intersystem travel.
Pic Num               := 1480
Tonnage Space Taken   := 100
Tonnage Structure     := 132
Cost Minerals         := 1968
Cost Organics         := 2624
Cost Radioactives     := 525
Vehicle Type          := Ship
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 11400
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Living Ships
Tech Level Req 1      := 7
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Generates 2 bonus movement points.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := Generates 1 bonus combat movement point.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Telekinetic Engine I
Description           := Channels the telekinetic energies of certain individuals to produce thrust.
Pic Num               := 79
Tonnage Space Taken   := 100
Tonnage Structure     := 95
Cost Minerals         := 4000
Cost Organics         := 3000
Cost Radioactives     := 800
Vehicle Type          := Ship
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 26040
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telekinesis
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Generates 1 bonus movement points.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := Generates 2 bonus combat movement point.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Telekinetic Engine II
Description           := Channels the telekinetic energies of certain individuals to produce thrust.
Pic Num               := 79
Tonnage Space Taken   := 100
Tonnage Structure     := 105
Cost Minerals         := 3600
Cost Organics         := 2700
Cost Radioactives     := 720
Vehicle Type          := Ship
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 26040
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telekinesis
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Generates 1 bonus movement points.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := Generates 2 bonus combat movement point.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Telekinetic Engine III
Description           := Channels the telekinetic energies of certain individuals to produce thrust.
Pic Num               := 79
Tonnage Space Taken   := 100
Tonnage Structure     := 115
Cost Minerals         := 3240
Cost Organics         := 2430
Cost Radioactives     := 648
Vehicle Type          := Ship
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 26040
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telekinesis
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Generates 1 bonus movement points.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := Generates 2 bonus combat movement point.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Telekinetic Engine IV
Description           := Channels the telekinetic energies of certain individuals to produce thrust.
Pic Num               := 79
Tonnage Space Taken   := 100
Tonnage Structure     := 126
Cost Minerals         := 2916
Cost Organics         := 2187
Cost Radioactives     := 583
Vehicle Type          := Ship
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 26040
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telekinesis
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Generates 1 bonus movement points.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := Generates 2 bonus combat movement point.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Telekinetic Engine V
Description           := Channels the telekinetic energies of certain individuals to produce thrust.
Pic Num               := 79
Tonnage Space Taken   := 100
Tonnage Structure     := 139
Cost Minerals         := 2624
Cost Organics         := 1968
Cost Radioactives     := 525
Vehicle Type          := Ship
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 26040
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telekinesis
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Generates 1 bonus movement points.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := Generates 2 bonus combat movement point.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Impeller I
Description           := This gravitational engine also produces a gravity shear effect that provides minor protection against weapons fire.
Pic Num               := 1296
Tonnage Space Taken   := 100
Tonnage Structure     := 80
Cost Minerals         := 5000
Cost Organics         := 1000
Cost Radioactives     := 5000
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 90
Restrictions          := None
General Group         := Propulsion
Family                := 25018
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Tech Area Req 3       := Shields
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Impeller II
Description           := This gravitational engine also produces a gravity shear effect that provides minor protection against weapons fire.
Pic Num               := 1296
Tonnage Space Taken   := 100
Tonnage Structure     := 88
Cost Minerals         := 4500
Cost Organics         := 900
Cost Radioactives     := 4500
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 90
Restrictions          := None
General Group         := Propulsion
Family                := 25018
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Tech Area Req 3       := Shields
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 2 Val 1       := 33
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Impeller III
Description           := This gravitational engine also produces a gravity shear effect that provides minor protection against weapons fire.
Pic Num               := 1296
Tonnage Space Taken   := 100
Tonnage Structure     := 97
Cost Minerals         := 4050
Cost Organics         := 810
Cost Radioactives     := 4050
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 90
Restrictions          := None
General Group         := Propulsion
Family                := 25018
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Tech Area Req 3       := Shields
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 2 Val 1       := 36
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Impeller IV
Description           := This gravitational engine also produces a gravity shear effect that provides minor protection against weapons fire.
Pic Num               := 1296
Tonnage Space Taken   := 100
Tonnage Structure     := 106
Cost Minerals         := 3645
Cost Organics         := 729
Cost Radioactives     := 3645
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 90
Restrictions          := None
General Group         := Propulsion
Family                := 25018
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Tech Area Req 3       := Shields
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Impeller V
Description           := This gravitational engine also produces a gravity shear effect that provides minor protection against weapons fire.
Pic Num               := 1296
Tonnage Space Taken   := 100
Tonnage Structure     := 117
Cost Minerals         := 3281
Cost Organics         := 656
Cost Radioactives     := 3281
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 90
Restrictions          := None
General Group         := Propulsion
Family                := 25018
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Tech Area Req 3       := Shields
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 standard movement.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation
Ability 2 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 2 Val 1       := 44
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Well Engine I
Description           := Creates a gravity well in front of the ship, pulling it forward.
Pic Num               := 973
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 3000
Cost Organics         := 1000
Cost Radioactives     := 3000
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 80
Restrictions          := None
General Group         := Propulsion
Family                := 24004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 movement points.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Well Engine II
Description           := Creates a gravity well in front of the ship, pulling it forward.
Pic Num               := 973
Tonnage Space Taken   := 100
Tonnage Structure     := 55
Cost Minerals         := 2700
Cost Organics         := 900
Cost Radioactives     := 2700
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 80
Restrictions          := None
General Group         := Propulsion
Family                := 24004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 movement points.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Well Engine III
Description           := Creates a gravity well in front of the ship, pulling it forward.
Pic Num               := 973
Tonnage Space Taken   := 100
Tonnage Structure     := 61
Cost Minerals         := 2430
Cost Organics         := 810
Cost Radioactives     := 2430
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 80
Restrictions          := None
General Group         := Propulsion
Family                := 24004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 movement points.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Well Engine IV
Description           := Creates a gravity well in front of the ship, pulling it forward.
Pic Num               := 973
Tonnage Space Taken   := 100
Tonnage Structure     := 67
Cost Minerals         := 2187
Cost Organics         := 729
Cost Radioactives     := 2187
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 80
Restrictions          := None
General Group         := Propulsion
Family                := 24004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 movement points.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Gravity Well Engine V
Description           := Creates a gravity well in front of the ship, pulling it forward.
Pic Num               := 973
Tonnage Space Taken   := 100
Tonnage Structure     := 73
Cost Minerals         := 1968
Cost Organics         := 656
Cost Radioactives     := 1968
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 80
Restrictions          := None
General Group         := Propulsion
Family                := 24004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 movement points.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antigravity Engine I
Description           := An antigravitational field array pushes the vehicle forward
Pic Num               := 1676
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 2008
Cost Organics         := 700
Cost Radioactives     := 2000
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 70
Restrictions          := None
General Group         := Propulsion
Family                := 25079
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antigravity Engine II
Description           := An antigravitational field array pushes the vehicle forward
Pic Num               := 1676
Tonnage Space Taken   := 100
Tonnage Structure     := 55
Cost Minerals         := 1807
Cost Organics         := 630
Cost Radioactives     := 1800
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 70
Restrictions          := None
General Group         := Propulsion
Family                := 25079
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antigravity Engine III
Description           := An antigravitational field array pushes the vehicle forward
Pic Num               := 1676
Tonnage Space Taken   := 100
Tonnage Structure     := 61
Cost Minerals         := 1626
Cost Organics         := 567
Cost Radioactives     := 1620
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 70
Restrictions          := None
General Group         := Propulsion
Family                := 25079
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antigravity Engine IV
Description           := An antigravitational field array pushes the vehicle forward
Pic Num               := 1676
Tonnage Space Taken   := 100
Tonnage Structure     := 67
Cost Minerals         := 1464
Cost Organics         := 510
Cost Radioactives     := 1458
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 70
Restrictions          := None
General Group         := Propulsion
Family                := 25079
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antigravity Engine V
Description           := An antigravitational field array pushes the vehicle forward
Pic Num               := 1676
Tonnage Space Taken   := 100
Tonnage Structure     := 73
Cost Minerals         := 1317
Cost Organics         := 459
Cost Radioactives     := 1312
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 70
Restrictions          := None
General Group         := Propulsion
Family                := 25079
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Engine I
Description           := Faster than light tachyons provide thrust
Pic Num               := 1407
Tonnage Space Taken   := 100
Tonnage Structure     := 40
Cost Minerals         := 2500
Cost Organics         := 700
Cost Radioactives     := 3000
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 90
Restrictions          := None
General Group         := Propulsion
Family                := 26022
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Engine II
Description           := Faster than light tachyons provide thrust
Pic Num               := 1407
Tonnage Space Taken   := 100
Tonnage Structure     := 44
Cost Minerals         := 2250
Cost Organics         := 630
Cost Radioactives     := 2700
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 90
Restrictions          := None
General Group         := Propulsion
Family                := 26022
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Engine III
Description           := Faster than light tachyons provide thrust
Pic Num               := 1407
Tonnage Space Taken   := 100
Tonnage Structure     := 48
Cost Minerals         := 2025
Cost Organics         := 567
Cost Radioactives     := 2430
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 90
Restrictions          := None
General Group         := Propulsion
Family                := 26022
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Engine IV
Description           := Faster than light tachyons provide thrust
Pic Num               := 1407
Tonnage Space Taken   := 100
Tonnage Structure     := 53
Cost Minerals         := 1823
Cost Organics         := 510
Cost Radioactives     := 2187
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 90
Restrictions          := None
General Group         := Propulsion
Family                := 26022
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 7
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Tachyon Engine V
Description           := Faster than light tachyons provide thrust
Pic Num               := 1407
Tonnage Space Taken   := 100
Tonnage Structure     := 59
Cost Minerals         := 1640
Cost Organics         := 459
Cost Radioactives     := 1968
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 90
Restrictions          := None
General Group         := Propulsion
Family                := 26022
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 8
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 movement points.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Warp Engine I
Description           := The warp engine distorts space around the vehicle, letting it travel incredibly fast.
Pic Num               := 1214
Tonnage Space Taken   := 100
Tonnage Structure     := 60
Cost Minerals         := 6000
Cost Organics         := 3000
Cost Radioactives     := 7000
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 25019
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Subspace Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard thrust points.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Vessel has bonus movement of 5 if all engines are Warp Engines
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Warp Engine II
Description           := The warp engine distorts space around the vehicle, letting it travel incredibly fast.
Pic Num               := 1214
Tonnage Space Taken   := 100
Tonnage Structure     := 66
Cost Minerals         := 5400
Cost Organics         := 2700
Cost Radioactives     := 6300
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 25019
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Subspace Physics
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard thrust points.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Vessel has bonus movement of 6 if all engines are Warp Engines
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Warp Engine III
Description           := The warp engine distorts space around the vehicle, letting it travel incredibly fast.
Pic Num               := 1214
Tonnage Space Taken   := 100
Tonnage Structure     := 73
Cost Minerals         := 4860
Cost Organics         := 2430
Cost Radioactives     := 5670
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 25019
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Subspace Physics
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard thrust points.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Vessel has bonus movement of 7 if all engines are Warp Engines
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Warp Engine IV
Description           := The warp engine distorts space around the vehicle, letting it travel incredibly fast.
Pic Num               := 1214
Tonnage Space Taken   := 100
Tonnage Structure     := 80
Cost Minerals         := 4374
Cost Organics         := 2187
Cost Radioactives     := 5103
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 25019
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Subspace Physics
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard thrust points.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Vessel has bonus movement of 8 if all engines are Warp Engines
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Warp Engine V
Description           := The warp engine distorts space around the vehicle, letting it travel incredibly fast.
Pic Num               := 1214
Tonnage Space Taken   := 100
Tonnage Structure     := 88
Cost Minerals         := 3937
Cost Organics         := 1968
Cost Radioactives     := 4593
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 100
Restrictions          := None
General Group         := Propulsion
Family                := 25019
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Subspace Physics
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 standard thrust points.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Vessel has bonus movement of 9 if all engines are Warp Engines
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Transwarp Engine I
Description           := The warp engine distorts space around the vehicle, letting it travel incredibly fast.
Pic Num               := 1215
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 7000
Cost Organics         := 3500
Cost Radioactives     := 8000
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 150
Restrictions          := None
General Group         := Propulsion
Family                := 25076
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Subspace Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard thrust points.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Vessel has bonus movement of 7 if all engines are Transwarp Engines
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Transwarp Engine II
Description           := The warp engine distorts space around the vehicle, letting it travel incredibly fast.
Pic Num               := 1215
Tonnage Space Taken   := 100
Tonnage Structure     := 55
Cost Minerals         := 6300
Cost Organics         := 3150
Cost Radioactives     := 7200
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 150
Restrictions          := None
General Group         := Propulsion
Family                := 25076
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Subspace Physics
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard thrust points.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Vessel has bonus movement of 8 if all engines are Transwarp Engines
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Transwarp Engine III
Description           := The warp engine distorts space around the vehicle, letting it travel incredibly fast.
Pic Num               := 1215
Tonnage Space Taken   := 100
Tonnage Structure     := 61
Cost Minerals         := 5670
Cost Organics         := 2835
Cost Radioactives     := 6480
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 150
Restrictions          := None
General Group         := Propulsion
Family                := 25076
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Subspace Physics
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard thrust points.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Vessel has bonus movement of 9 if all engines are Transwarp Engines
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Transwarp Engine IV
Description           := The warp engine distorts space around the vehicle, letting it travel incredibly fast.
Pic Num               := 1215
Tonnage Space Taken   := 100
Tonnage Structure     := 67
Cost Minerals         := 5103
Cost Organics         := 2552
Cost Radioactives     := 5832
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 150
Restrictions          := None
General Group         := Propulsion
Family                := 25076
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Subspace Physics
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard thrust points.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Vessel has bonus movement of 10 if all engines are Transwarp Engines
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Transwarp Engine V
Description           := The warp engine distorts space around the vehicle, letting it travel incredibly fast.
Pic Num               := 1215
Tonnage Space Taken   := 100
Tonnage Structure     := 73
Cost Minerals         := 4593
Cost Organics         := 2296
Cost Radioactives     := 5249
Vehicle Type          := All
Vechicle List Type Override    := Ship,Fighter,Drone
Vehicle List Type Description := Ships, Fighters, Drones
Supply Amount Used    := 150
Restrictions          := None
General Group         := Propulsion
Family                := 25076
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Subspace Physics
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 7 standard thrust points.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Vessel has bonus movement of 11 if all engines are Transwarp Engines
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hyperdrive I
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 385
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 16000
Cost Organics         := 10000
Cost Radioactives     := 12000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1000
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 24006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 20 movement points
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hyperdrive II
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 385
Tonnage Space Taken   := 200
Tonnage Structure     := 110
Cost Minerals         := 19200
Cost Organics         := 12000
Cost Radioactives     := 14400
Vehicle Type          := Ship\Base
Supply Amount Used    := 1100
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 24006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 24 movement points
Ability 1 Val 1       := 24
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hyperdrive III
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 385
Tonnage Space Taken   := 200
Tonnage Structure     := 121
Cost Minerals         := 23040
Cost Organics         := 14400
Cost Radioactives     := 17280
Vehicle Type          := Ship\Base
Supply Amount Used    := 1210
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 24006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 29 movement points
Ability 1 Val 1       := 29
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hyperdrive IV
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 385
Tonnage Space Taken   := 200
Tonnage Structure     := 133
Cost Minerals         := 27648
Cost Organics         := 17280
Cost Radioactives     := 20736
Vehicle Type          := Ship\Base
Supply Amount Used    := 1331
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 24006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 35 movement points
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hyperdrive V
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 385
Tonnage Space Taken   := 200
Tonnage Structure     := 146
Cost Minerals         := 33178
Cost Organics         := 20736
Cost Radioactives     := 24883
Vehicle Type          := Ship\Base
Supply Amount Used    := 1464
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 24006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 41 movement points
Ability 1 Val 1       := 41
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Living Hyperspace Navigator I
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 939
Tonnage Space Taken   := 600
Tonnage Structure     := 400
Cost Minerals         := 60000
Cost Organics         := 6000
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base
Supply Amount Used    := 601
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 25066
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Biology/Chemistry
Tech Level Req 2      := 2
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Tech Area Req 4       := Propulsion
Tech Level Req 4      := 3
Number of Abilities   := 3
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 25 movement points
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Component Repair
Ability 3 Descr       := Recharges after 1 turn. Can also repair 1 component per turn.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Living Hyperspace Navigator II
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 939
Tonnage Space Taken   := 600
Tonnage Structure     := 440
Cost Minerals         := 72000
Cost Organics         := 7200
Cost Radioactives     := 6000
Vehicle Type          := Ship\Base
Supply Amount Used    := 661
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 25066
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 2
Tech Area Req 2       := Biology/Chemistry
Tech Level Req 2      := 2
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Tech Area Req 4       := Propulsion
Tech Level Req 4      := 3
Number of Abilities   := 3
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 29 movement points
Ability 1 Val 1       := 29
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Component Repair
Ability 3 Descr       := Recharges after 1 turn. Can also repair 1 component per turn.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Living Hyperspace Navigator III
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 939
Tonnage Space Taken   := 600
Tonnage Structure     := 484
Cost Minerals         := 86400
Cost Organics         := 8640
Cost Radioactives     := 7200
Vehicle Type          := Ship\Base
Supply Amount Used    := 727
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 25066
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 3
Tech Area Req 2       := Biology/Chemistry
Tech Level Req 2      := 2
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Tech Area Req 4       := Propulsion
Tech Level Req 4      := 3
Number of Abilities   := 3
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 33 movement points
Ability 1 Val 1       := 33
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Component Repair
Ability 3 Descr       := Recharges after 1 turn. Can also repair 1 component per turn.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Living Hyperspace Navigator IV
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 939
Tonnage Space Taken   := 600
Tonnage Structure     := 532
Cost Minerals         := 103680
Cost Organics         := 10368
Cost Radioactives     := 8640
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 25066
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 4
Tech Area Req 2       := Biology/Chemistry
Tech Level Req 2      := 2
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Tech Area Req 4       := Propulsion
Tech Level Req 4      := 3
Number of Abilities   := 3
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 38 movement points
Ability 1 Val 1       := 38
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Component Repair
Ability 3 Descr       := Recharges after 1 turn. Can also repair 1 component per turn.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Living Hyperspace Navigator V
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 939
Tonnage Space Taken   := 600
Tonnage Structure     := 586
Cost Minerals         := 124416
Cost Organics         := 12442
Cost Radioactives     := 10368
Vehicle Type          := Ship\Base
Supply Amount Used    := 880
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 25066
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 5
Tech Area Req 2       := Biology/Chemistry
Tech Level Req 2      := 2
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Tech Area Req 4       := Propulsion
Tech Level Req 4      := 3
Number of Abilities   := 3
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 44 movement points
Ability 1 Val 1       := 44
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Component Repair
Ability 3 Descr       := Recharges after 1 turn. Can also repair 1 component per turn.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Hyperdrive Motivator
Description           := Auxiliary components necessary to tune the hyperdrive.
Pic Num               := 374
Tonnage Space Taken   := 200
Tonnage Structure     := 600
Cost Minerals         := 16000
Cost Organics         := 0
Cost Radioactives     := 12000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 24007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can recharge a hyperdrive and repair 1 component per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Fragil component tends to be one of the firsts to be damaged in battle.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Armor I
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 721
Tonnage Space Taken   := 20
Tonnage Structure     := 90
Cost Minerals         := 150
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 10
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       := [AI Tag  01]
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Armor II
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 721
Tonnage Space Taken   := 20
Tonnage Structure     := 99
Cost Minerals         := 146
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 10
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       := [AI Tag  01]
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Armor III
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 721
Tonnage Space Taken   := 20
Tonnage Structure     := 109
Cost Minerals         := 141
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 10
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       := [AI Tag  01]
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Armor IV
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 721
Tonnage Space Taken   := 20
Tonnage Structure     := 120
Cost Minerals         := 137
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 10
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       := [AI Tag  01]
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Armor V
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 721
Tonnage Space Taken   := 20
Tonnage Structure     := 132
Cost Minerals         := 133
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 10
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       := [AI Tag  01]
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Armor VI
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 721
Tonnage Space Taken   := 20
Tonnage Structure     := 145
Cost Minerals         := 129
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 10
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       := [AI Tag  01]
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Armor VII
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 721
Tonnage Space Taken   := 20
Tonnage Structure     := 159
Cost Minerals         := 125
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 10
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       := [AI Tag  01]
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Armor VIII
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 721
Tonnage Space Taken   := 20
Tonnage Structure     := 175
Cost Minerals         := 121
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 10
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       := [AI Tag  01]
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Armor IX
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 721
Tonnage Space Taken   := 20
Tonnage Structure     := 193
Cost Minerals         := 118
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 10
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       := [AI Tag  01]
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Armor X
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 721
Tonnage Space Taken   := 20
Tonnage Structure     := 212
Cost Minerals         := 114
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 10
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := AI Tag 01
Ability 1 Descr       := [AI Tag  01]
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Armor I
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 20
Tonnage Structure     := 60
Cost Minerals         := 100
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 25023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Armor II
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 20
Tonnage Structure     := 66
Cost Minerals         := 97
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 25023
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Armor III
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 20
Tonnage Structure     := 73
Cost Minerals         := 94
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 25023
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Armor IV
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 20
Tonnage Structure     := 80
Cost Minerals         := 91
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 25023
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Armor V
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 20
Tonnage Structure     := 88
Cost Minerals         := 89
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 25023
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Armor
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Armor VI
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 20
Tonnage Structure     := 97
Cost Minerals         := 86
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 25023
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Armor
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Armor VII
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 20
Tonnage Structure     := 106
Cost Minerals         := 83
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 25023
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Armor
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Armor VIII
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 20
Tonnage Structure     := 117
Cost Minerals         := 81
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 25023
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Armor
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Armor IX
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 20
Tonnage Structure     := 129
Cost Minerals         := 78
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 25023
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Armor
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Armor X
Description           := Standard armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 20
Tonnage Structure     := 141
Cost Minerals         := 76
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 25023
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Armor
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor I
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 40
Tonnage Structure     := 60
Cost Minerals         := 750
Cost Organics         := 5
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 10 or less.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor II
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 40
Tonnage Structure     := 66
Cost Minerals         := 713
Cost Organics         := 5
Cost Radioactives     := 285
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 12 or less.
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor III
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 40
Tonnage Structure     := 73
Cost Minerals         := 677
Cost Organics         := 5
Cost Radioactives     := 271
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 14 or less.
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor IV
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 40
Tonnage Structure     := 80
Cost Minerals         := 643
Cost Organics         := 4
Cost Radioactives     := 257
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 17 or less.
Ability 2 Val 1       := 17
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor V
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 40
Tonnage Structure     := 88
Cost Minerals         := 611
Cost Organics         := 4
Cost Radioactives     := 244
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 21 or less.
Ability 2 Val 1       := 21
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor VI
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 40
Tonnage Structure     := 97
Cost Minerals         := 580
Cost Organics         := 4
Cost Radioactives     := 232
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 25 or less.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor VII
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 40
Tonnage Structure     := 106
Cost Minerals         := 551
Cost Organics         := 4
Cost Radioactives     := 221
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 30 or less.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor VIII
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 40
Tonnage Structure     := 117
Cost Minerals         := 524
Cost Organics         := 3
Cost Radioactives     := 210
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 36 or less.
Ability 2 Val 1       := 36
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor IX
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 40
Tonnage Structure     := 129
Cost Minerals         := 498
Cost Organics         := 3
Cost Radioactives     := 199
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 43 or less.
Ability 2 Val 1       := 43
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emissive Armor X
Description           := Armor which absorbs energy and radiates it back into space.
Pic Num               := 30
Tonnage Space Taken   := 40
Tonnage Structure     := 141
Cost Minerals         := 473
Cost Organics         := 3
Cost Radioactives     := 189
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 45
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Emissive Armor
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Emissive Armor
Ability 2 Descr       := Negates any damage of 52 or less.
Ability 2 Val 1       := 52
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Shield Generator I
Description           := Tiny shield generator used to sweep away dust and debris.
Pic Num               := 422
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 50
Cost Radioactives     := 250
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides 2% defensive bonus
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Reduces maintenence cost by 2%
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Shield Generator II
Description           := Tiny shield generator used to sweep away dust and debris.
Pic Num               := 422
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 95
Cost Organics         := 48
Cost Radioactives     := 238
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides 2% defensive bonus
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Reduces maintenence cost by 2%
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Shield Generator III
Description           := Tiny shield generator used to sweep away dust and debris.
Pic Num               := 422
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 90
Cost Organics         := 45
Cost Radioactives     := 226
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides 3% defensive bonus
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Reduces maintenence cost by 3%
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Shield Generator IV
Description           := Tiny shield generator used to sweep away dust and debris.
Pic Num               := 422
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 86
Cost Organics         := 43
Cost Radioactives     := 214
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides 3% defensive bonus
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Reduces maintenence cost by 3%
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Shield Generator V
Description           := Tiny shield generator used to sweep away dust and debris.
Pic Num               := 422
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 81
Cost Organics         := 41
Cost Radioactives     := 204
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides 4% defensive bonus
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Reduces maintenence cost by 4%
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Structural Integrity Field I
Description           := Forcefield that increases the density of the vessel's structure.
Pic Num               := 80
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 50
Cost Radioactives     := 350
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 26019
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Structural integrity field will take fire first.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Increased structural stability gives the vessel +1 movement per turn
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Reduces maintenence cost by 2%
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Structural Integrity Field II
Description           := Forcefield that increases the density of the vessel's structure.
Pic Num               := 80
Tonnage Space Taken   := 18
Tonnage Structure     := 9
Cost Minerals         := 160
Cost Organics         := 40
Cost Radioactives     := 280
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 26019
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Structural integrity field will take fire first.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Increased structural stability gives the vessel +1 movement per turn
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Reduces maintenence cost by 3%
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Structural Integrity Field III
Description           := Forcefield that increases the density of the vessel's structure.
Pic Num               := 80
Tonnage Space Taken   := 16
Tonnage Structure     := 8
Cost Minerals         := 128
Cost Organics         := 32
Cost Radioactives     := 224
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 26019
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Structural integrity field will take fire first.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Movement Bonus
Ability 2 Descr       := Increased structural stability gives the vessel +1 movement per turn
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Modified Maintenance Cost
Ability 3 Descr       := Reduces maintenence cost by 5%
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Stasis Field I
Description           := Specialized force field that is impenitrable by all forms of energy. Renders a ship indestructible.
Pic Num               := 101
Tonnage Space Taken   := 20
Tonnage Structure     := 0
Cost Minerals         := 2000
Cost Organics         := 550
Cost Radioactives     := 3000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 26020
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stasis Fields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       := While the ship itself is indestructible, that doesn't stop your enemy from taking out every other ship system including weapons and propulsion.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stasis Field II
Description           := Specialized force field that is impenitrable by all forms of energy. Renders a ship indestructible.
Pic Num               := 101
Tonnage Space Taken   := 19
Tonnage Structure     := 0
Cost Minerals         := 1800
Cost Organics         := 495
Cost Radioactives     := 2700
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 26020
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stasis Fields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       := While the ship itself is indestructible, that doesn't stop your enemy from taking out every other ship system including weapons and propulsion.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stasis Field III
Description           := Specialized force field that is impenitrable by all forms of energy. Renders a ship indestructible.
Pic Num               := 101
Tonnage Space Taken   := 18
Tonnage Structure     := 0
Cost Minerals         := 1620
Cost Organics         := 446
Cost Radioactives     := 2430
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 26020
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stasis Fields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       := While the ship itself is indestructible, that doesn't stop your enemy from taking out every other ship system including weapons and propulsion.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stasis Field IV
Description           := Specialized force field that is impenitrable by all forms of energy. Renders a ship indestructible.
Pic Num               := 101
Tonnage Space Taken   := 17
Tonnage Structure     := 0
Cost Minerals         := 1458
Cost Organics         := 401
Cost Radioactives     := 2187
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 26020
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stasis Fields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       := While the ship itself is indestructible, that doesn't stop your enemy from taking out every other ship system including weapons and propulsion.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stasis Field V
Description           := Specialized force field that is impenitrable by all forms of energy. Renders a ship indestructible.
Pic Num               := 101
Tonnage Space Taken   := 16
Tonnage Structure     := 0
Cost Minerals         := 1312
Cost Organics         := 361
Cost Radioactives     := 1968
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 26020
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stasis Fields
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := AI Tag 02
Ability 1 Descr       := While the ship itself is indestructible, that doesn't stop your enemy from taking out every other ship system including weapons and propulsion.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Shield Generator I
Description           := Energy field generator blocks all normal damage
Pic Num               := 31
Tonnage Space Taken   := 50
Tonnage Structure     := 40
Cost Minerals         := 400
Cost Organics         := 200
Cost Radioactives     := 700
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Shields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Shield Generator II
Description           := Energy field generator blocks all normal damage
Pic Num               := 31
Tonnage Space Taken   := 50
Tonnage Structure     := 40
Cost Minerals         := 380
Cost Organics         := 190
Cost Radioactives     := 665
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Shields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 220
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Shield Generator III
Description           := Energy field generator blocks all normal damage
Pic Num               := 31
Tonnage Space Taken   := 49
Tonnage Structure     := 39
Cost Minerals         := 361
Cost Organics         := 181
Cost Radioactives     := 632
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Shields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 242
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Shield Generator IV
Description           := Energy field generator blocks all normal damage
Pic Num               := 31
Tonnage Space Taken   := 49
Tonnage Structure     := 39
Cost Minerals         := 343
Cost Organics         := 171
Cost Radioactives     := 600
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Shields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 266
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Shield Generator V
Description           := Energy field generator blocks all normal damage
Pic Num               := 31
Tonnage Space Taken   := 48
Tonnage Structure     := 38
Cost Minerals         := 326
Cost Organics         := 163
Cost Radioactives     := 570
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Shields
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 293
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Shield Generator VI
Description           := Energy field generator blocks all normal damage
Pic Num               := 31
Tonnage Space Taken   := 48
Tonnage Structure     := 38
Cost Minerals         := 310
Cost Organics         := 155
Cost Radioactives     := 542
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Shields
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 322
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Shield Generator VII
Description           := Energy field generator blocks all normal damage
Pic Num               := 31
Tonnage Space Taken   := 47
Tonnage Structure     := 38
Cost Minerals         := 294
Cost Organics         := 147
Cost Radioactives     := 515
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Shields
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 354
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Shield Generator VIII
Description           := Energy field generator blocks all normal damage
Pic Num               := 31
Tonnage Space Taken   := 47
Tonnage Structure     := 37
Cost Minerals         := 279
Cost Organics         := 140
Cost Radioactives     := 489
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Shields
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 390
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Shield Generator IX
Description           := Energy field generator blocks all normal damage
Pic Num               := 31
Tonnage Space Taken   := 46
Tonnage Structure     := 37
Cost Minerals         := 265
Cost Organics         := 133
Cost Radioactives     := 464
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Shields
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 429
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solid Shield Generator X
Description           := Energy field generator blocks all normal damage
Pic Num               := 31
Tonnage Space Taken   := 46
Tonnage Structure     := 37
Cost Minerals         := 252
Cost Organics         := 126
Cost Radioactives     := 441
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 11
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solid Shields
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 472
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Receptor I
Description           := Low-cost shielding unit for use with planetary shield projectors
Pic Num               := 446
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 20
Cost Radioactives     := 40
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25068
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 2
Tech Area Req 2       := Electronics
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Receptor II
Description           := Low-cost shielding unit for use with planetary shield projectors
Pic Num               := 446
Tonnage Space Taken   := 18
Tonnage Structure     := 9
Cost Minerals         := 48
Cost Organics         := 19
Cost Radioactives     := 38
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25068
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 3
Tech Area Req 2       := Electronics
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Receptor III
Description           := Low-cost shielding unit for use with planetary shield projectors
Pic Num               := 446
Tonnage Space Taken   := 16
Tonnage Structure     := 8
Cost Minerals         := 45
Cost Organics         := 18
Cost Radioactives     := 36
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25068
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 4
Tech Area Req 2       := Electronics
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Receptor IV
Description           := Low-cost shielding unit for use with planetary shield projectors
Pic Num               := 446
Tonnage Space Taken   := 15
Tonnage Structure     := 7
Cost Minerals         := 43
Cost Organics         := 17
Cost Radioactives     := 34
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25068
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 5
Tech Area Req 2       := Electronics
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Receptor V
Description           := Low-cost shielding unit for use with planetary shield projectors
Pic Num               := 446
Tonnage Space Taken   := 13
Tonnage Structure     := 7
Cost Minerals         := 41
Cost Organics         := 16
Cost Radioactives     := 33
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25068
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 6
Tech Area Req 2       := Electronics
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Shield Generator I
Description           := Generator which creates an energy field around a starship preventing damage. Regenerates some shield points from damage.
Pic Num               := 32
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 100
Cost Radioactives     := 350
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Leaky Shields
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 10 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Shield Generator II
Description           := Generator which creates an energy field around a starship preventing damage. Regenerates some shield points from damage.
Pic Num               := 32
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 190
Cost Organics         := 95
Cost Radioactives     := 333
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Leaky Shields
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 110
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 12 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Shield Generator III
Description           := Generator which creates an energy field around a starship preventing damage. Regenerates some shield points from damage.
Pic Num               := 32
Tonnage Space Taken   := 39
Tonnage Structure     := 29
Cost Minerals         := 181
Cost Organics         := 90
Cost Radioactives     := 316
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Leaky Shields
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 121
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 14 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Shield Generator IV
Description           := Generator which creates an energy field around a starship preventing damage. Regenerates some shield points from damage.
Pic Num               := 32
Tonnage Space Taken   := 39
Tonnage Structure     := 29
Cost Minerals         := 171
Cost Organics         := 86
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25025
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Leaky Shields
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 133
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 17 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 17
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Shield Generator V
Description           := Generator which creates an energy field around a starship preventing damage. Regenerates some shield points from damage.
Pic Num               := 32
Tonnage Space Taken   := 38
Tonnage Structure     := 29
Cost Minerals         := 163
Cost Organics         := 81
Cost Radioactives     := 285
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25025
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Leaky Shields
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 146
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 21 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 21
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Shield Generator VI
Description           := Generator which creates an energy field around a starship preventing damage. Regenerates some shield points from damage.
Pic Num               := 32
Tonnage Space Taken   := 38
Tonnage Structure     := 29
Cost Minerals         := 155
Cost Organics         := 77
Cost Radioactives     := 271
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25025
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Leaky Shields
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 161
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 25 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Shield Generator VII
Description           := Generator which creates an energy field around a starship preventing damage. Regenerates some shield points from damage.
Pic Num               := 32
Tonnage Space Taken   := 38
Tonnage Structure     := 28
Cost Minerals         := 147
Cost Organics         := 74
Cost Radioactives     := 257
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25025
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Leaky Shields
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 177
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 30 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Shield Generator VIII
Description           := Generator which creates an energy field around a starship preventing damage. Regenerates some shield points from damage.
Pic Num               := 32
Tonnage Space Taken   := 37
Tonnage Structure     := 28
Cost Minerals         := 140
Cost Organics         := 70
Cost Radioactives     := 244
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25025
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Leaky Shields
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 195
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 36 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 36
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Shield Generator IX
Description           := Generator which creates an energy field around a starship preventing damage. Regenerates some shield points from damage.
Pic Num               := 32
Tonnage Space Taken   := 37
Tonnage Structure     := 28
Cost Minerals         := 133
Cost Organics         := 66
Cost Radioactives     := 232
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25025
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Leaky Shields
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 214
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 43 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 43
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Leaky Shield Generator X
Description           := Generator which creates an energy field around a starship preventing damage. Regenerates some shield points from damage.
Pic Num               := 32
Tonnage Space Taken   := 37
Tonnage Structure     := 27
Cost Minerals         := 126
Cost Organics         := 63
Cost Radioactives     := 221
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25025
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Leaky Shields
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 236
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 52 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 52
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Phased Shield Generator I
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 100
Cost Radioactives     := 350
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 75
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased Shield Generator II
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 285
Cost Organics         := 95
Cost Radioactives     := 333
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 83
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased Shield Generator III
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 49
Tonnage Structure     := 29
Cost Minerals         := 271
Cost Organics         := 90
Cost Radioactives     := 316
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 91
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased Shield Generator IV
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 49
Tonnage Structure     := 29
Cost Minerals         := 257
Cost Organics         := 86
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25026
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased Shield Generator V
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 48
Tonnage Structure     := 29
Cost Minerals         := 244
Cost Organics         := 81
Cost Radioactives     := 285
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25026
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 110
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased Shield Generator VI
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 48
Tonnage Structure     := 29
Cost Minerals         := 232
Cost Organics         := 77
Cost Radioactives     := 271
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25026
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 121
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased Shield Generator VII
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 47
Tonnage Structure     := 28
Cost Minerals         := 221
Cost Organics         := 74
Cost Radioactives     := 257
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25026
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 133
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased Shield Generator VIII
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 47
Tonnage Structure     := 28
Cost Minerals         := 210
Cost Organics         := 70
Cost Radioactives     := 244
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25026
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 146
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased Shield Generator IX
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 46
Tonnage Structure     := 28
Cost Minerals         := 199
Cost Organics         := 66
Cost Radioactives     := 232
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25026
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 161
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Phased Shield Generator X
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 33
Tonnage Space Taken   := 46
Tonnage Structure     := 27
Cost Minerals         := 189
Cost Organics         := 63
Cost Radioactives     := 221
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25026
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 177
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Organic Shield Generator I
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 197
Tonnage Space Taken   := 30
Tonnage Structure     := 10
Cost Minerals         := 90
Cost Organics         := 400
Cost Radioactives     := 90
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3302
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 1
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Tech Area Req 3       := Biology/Chemistry
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 2 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation
Ability 3 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 3 Val 1       := 100
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenerates 5 shield points per turn.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Shield Generator II
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 197
Tonnage Space Taken   := 30
Tonnage Structure     := 10
Cost Minerals         := 86
Cost Organics         := 380
Cost Radioactives     := 86
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3302
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Tech Area Req 3       := Biology/Chemistry
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 33
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 2 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation
Ability 3 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 3 Val 1       := 110
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenerates 6 shield points per turn.
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Shield Generator III
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 197
Tonnage Space Taken   := 29
Tonnage Structure     := 10
Cost Minerals         := 81
Cost Organics         := 361
Cost Radioactives     := 81
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3302
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Tech Area Req 3       := Biology/Chemistry
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 36
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 2 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation
Ability 3 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 3 Val 1       := 121
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenerates 6 shield points per turn.
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Shield Generator IV
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 197
Tonnage Space Taken   := 29
Tonnage Structure     := 10
Cost Minerals         := 77
Cost Organics         := 343
Cost Radioactives     := 77
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3302
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Tech Area Req 3       := Biology/Chemistry
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 3 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation
Ability 3 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 3 Val 1       := 133
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenerates 7 shield points per turn.
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Shield Generator V
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 197
Tonnage Space Taken   := 29
Tonnage Structure     := 10
Cost Minerals         := 73
Cost Organics         := 326
Cost Radioactives     := 73
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3302
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Tech Area Req 3       := Biology/Chemistry
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 44
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 3 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation
Ability 3 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 3 Val 1       := 146
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenerates 7 shield points per turn.
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Shield Generator VI
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 197
Tonnage Space Taken   := 29
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 310
Cost Radioactives     := 70
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3302
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Tech Area Req 3       := Biology/Chemistry
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 48
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 3 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation
Ability 3 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 3 Val 1       := 161
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenerates 8 shield points per turn.
Ability 4 Val 1       := 8
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Shield Generator VII
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 197
Tonnage Space Taken   := 28
Tonnage Structure     := 9
Cost Minerals         := 66
Cost Organics         := 294
Cost Radioactives     := 66
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3302
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Tech Area Req 3       := Biology/Chemistry
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 53
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 4 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation
Ability 3 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 3 Val 1       := 177
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenerates 9 shield points per turn.
Ability 4 Val 1       := 9
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Shield Generator VIII
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 197
Tonnage Space Taken   := 28
Tonnage Structure     := 9
Cost Minerals         := 63
Cost Organics         := 279
Cost Radioactives     := 63
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3302
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Tech Area Req 3       := Biology/Chemistry
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 58
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 4 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation
Ability 3 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 3 Val 1       := 195
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenerates 10 shield points per turn.
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Shield Generator IX
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 197
Tonnage Space Taken   := 28
Tonnage Structure     := 9
Cost Minerals         := 60
Cost Organics         := 265
Cost Radioactives     := 60
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3302
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 9
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Tech Area Req 3       := Biology/Chemistry
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 64
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 4 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation
Ability 3 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 3 Val 1       := 214
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenerates 11 shield points per turn.
Ability 4 Val 1       := 11
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Organic Shield Generator X
Description           := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num               := 197
Tonnage Space Taken   := 27
Tonnage Structure     := 9
Cost Minerals         := 57
Cost Organics         := 252
Cost Radioactives     := 57
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 3302
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 10
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Tech Area Req 3       := Biology/Chemistry
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Phased Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] phased shield points.
Ability 1 Val 1       := 71
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 5 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Shield Generation
Ability 3 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 3 Val 1       := 236
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenerates 12 shield points per turn.
Ability 4 Val 1       := 12
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator I
Description           := Energy field generator blocks all normal damage. Gradually regenerates itself during combat.
Pic Num               := 87
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 200
Cost Radioactives     := 800
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25027
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 1
Tech Area Req 2       := Solid Shields
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 10 shield points per turn.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator II
Description           := Energy field generator blocks all normal damage. Gradually regenerates itself during combat.
Pic Num               := 87
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 380
Cost Organics         := 190
Cost Radioactives     := 760
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25027
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 2
Tech Area Req 2       := Solid Shields
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 165
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 12 shield points per turn.
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator III
Description           := Energy field generator blocks all normal damage. Gradually regenerates itself during combat.
Pic Num               := 87
Tonnage Space Taken   := 39
Tonnage Structure     := 20
Cost Minerals         := 361
Cost Organics         := 181
Cost Radioactives     := 722
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25027
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 3
Tech Area Req 2       := Solid Shields
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 182
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 14 shield points per turn.
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator IV
Description           := Energy field generator blocks all normal damage. Gradually regenerates itself during combat.
Pic Num               := 87
Tonnage Space Taken   := 39
Tonnage Structure     := 19
Cost Minerals         := 343
Cost Organics         := 171
Cost Radioactives     := 686
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25027
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 4
Tech Area Req 2       := Solid Shields
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 17 shield points per turn.
Ability 2 Val 1       := 17
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator V
Description           := Energy field generator blocks all normal damage. Gradually regenerates itself during combat.
Pic Num               := 87
Tonnage Space Taken   := 38
Tonnage Structure     := 19
Cost Minerals         := 326
Cost Organics         := 163
Cost Radioactives     := 652
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25027
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 5
Tech Area Req 2       := Solid Shields
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 220
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 21 shield points per turn.
Ability 2 Val 1       := 21
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator VI
Description           := Energy field generator blocks all normal damage. Gradually regenerates itself during combat.
Pic Num               := 87
Tonnage Space Taken   := 38
Tonnage Structure     := 19
Cost Minerals         := 310
Cost Organics         := 155
Cost Radioactives     := 619
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25027
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 6
Tech Area Req 2       := Solid Shields
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 242
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 25 shield points per turn.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator VII
Description           := Energy field generator blocks all normal damage. Gradually regenerates itself during combat.
Pic Num               := 87
Tonnage Space Taken   := 38
Tonnage Structure     := 19
Cost Minerals         := 294
Cost Organics         := 147
Cost Radioactives     := 588
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25027
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 7
Tech Area Req 2       := Solid Shields
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 266
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 30 shield points per turn.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator VIII
Description           := Energy field generator blocks all normal damage. Gradually regenerates itself during combat.
Pic Num               := 87
Tonnage Space Taken   := 37
Tonnage Structure     := 19
Cost Minerals         := 279
Cost Organics         := 140
Cost Radioactives     := 559
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25027
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 8
Tech Area Req 2       := Solid Shields
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 292
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 36 shield points per turn.
Ability 2 Val 1       := 36
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator IX
Description           := Energy field generator blocks all normal damage. Gradually regenerates itself during combat.
Pic Num               := 87
Tonnage Space Taken   := 37
Tonnage Structure     := 18
Cost Minerals         := 265
Cost Organics         := 133
Cost Radioactives     := 531
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25027
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 9
Tech Area Req 2       := Solid Shields
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 322
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 43 shield points per turn.
Ability 2 Val 1       := 43
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Regenerating Shield Generator X
Description           := Energy field generator blocks all normal damage. Gradually regenerates itself during combat.
Pic Num               := 87
Tonnage Space Taken   := 37
Tonnage Structure     := 18
Cost Minerals         := 252
Cost Organics         := 126
Cost Radioactives     := 504
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25027
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 10
Tech Area Req 2       := Solid Shields
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 354
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 52 shield points per turn.
Ability 2 Val 1       := 52
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Shield Generator I
Description           := Energy field generator blocks all normal damage. Gravitational effects help block damage.
Pic Num               := 196
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 700
Cost Organics         := 100
Cost Radioactives     := 400
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25028
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Tech Area Req 2       := Antigravity
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides 30% defensive bonus
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Shield Generator II
Description           := Energy field generator blocks all normal damage. Gravitational effects help block damage.
Pic Num               := 196
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 665
Cost Organics         := 95
Cost Radioactives     := 380
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25028
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Tech Area Req 2       := Antigravity
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 165
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides 36% defensive bonus
Ability 2 Val 1       := 36
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Shield Generator III
Description           := Energy field generator blocks all normal damage. Gravitational effects help block damage.
Pic Num               := 196
Tonnage Space Taken   := 39
Tonnage Structure     := 29
Cost Minerals         := 632
Cost Organics         := 90
Cost Radioactives     := 361
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25028
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Tech Area Req 2       := Antigravity
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 182
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides 43% defensive bonus
Ability 2 Val 1       := 43
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Shield Generator IV
Description           := Energy field generator blocks all normal damage. Gravitational effects help block damage.
Pic Num               := 196
Tonnage Space Taken   := 39
Tonnage Structure     := 29
Cost Minerals         := 600
Cost Organics         := 86
Cost Radioactives     := 343
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25028
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Tech Area Req 2       := Antigravity
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides 52% defensive bonus
Ability 2 Val 1       := 52
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Shield Generator V
Description           := Energy field generator blocks all normal damage. Gravitational effects help block damage.
Pic Num               := 196
Tonnage Space Taken   := 38
Tonnage Structure     := 29
Cost Minerals         := 570
Cost Organics         := 81
Cost Radioactives     := 326
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25028
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Tech Area Req 2       := Antigravity
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 220
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides 62% defensive bonus
Ability 2 Val 1       := 62
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator I
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 75
Cost Radioactives     := 700
Vehicle Type          := All
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 8 shield points per turn.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator II
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 190
Cost Organics         := 71
Cost Radioactives     := 665
Vehicle Type          := All
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 10 shield points per turn.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator III
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 181
Cost Organics         := 68
Cost Radioactives     := 632
Vehicle Type          := All
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 14 shield points per turn.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator IV
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 19
Tonnage Structure     := 10
Cost Minerals         := 171
Cost Organics         := 64
Cost Radioactives     := 600
Vehicle Type          := All
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 18 shield points per turn.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Regenerator V
Description           := Regenerates shields each combat turn.
Pic Num               := 34
Tonnage Space Taken   := 19
Tonnage Structure     := 10
Cost Minerals         := 163
Cost Organics         := 61
Cost Radioactives     := 570
Vehicle Type          := All
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 12
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 23 shield points per turn.
Ability 1 Val 1       := 23
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Resonating Shield Generator I
Description           := Blocks a set ammount of damage per attack
Pic Num               := 200
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 74
Cost Radioactives     := 600
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25029
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 1
Tech Area Req 2       := Crystal Harmonics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 75
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 75 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 75
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Resonating Shield Generator II
Description           := Blocks a set ammount of damage per attack
Pic Num               := 200
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 190
Cost Organics         := 70
Cost Radioactives     := 570
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25029
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Tech Area Req 2       := Crystal Harmonics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 83
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 83 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 83
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Resonating Shield Generator III
Description           := Blocks a set ammount of damage per attack
Pic Num               := 200
Tonnage Space Taken   := 29
Tonnage Structure     := 20
Cost Minerals         := 181
Cost Organics         := 67
Cost Radioactives     := 542
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25029
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Tech Area Req 2       := Crystal Harmonics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 91
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 91 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 91
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Resonating Shield Generator IV
Description           := Blocks a set ammount of damage per attack
Pic Num               := 200
Tonnage Space Taken   := 29
Tonnage Structure     := 19
Cost Minerals         := 171
Cost Organics         := 63
Cost Radioactives     := 514
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25029
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Tech Area Req 2       := Crystal Harmonics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 100 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Resonating Shield Generator V
Description           := Blocks a set ammount of damage per attack
Pic Num               := 200
Tonnage Space Taken   := 29
Tonnage Structure     := 19
Cost Minerals         := 163
Cost Organics         := 60
Cost Radioactives     := 489
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25029
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Tech Area Req 2       := Crystal Harmonics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 110
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 110 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 110
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Resonating Shield Generator VI
Description           := Blocks a set ammount of damage per attack
Pic Num               := 200
Tonnage Space Taken   := 29
Tonnage Structure     := 19
Cost Minerals         := 155
Cost Organics         := 57
Cost Radioactives     := 464
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25029
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Tech Area Req 2       := Crystal Harmonics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 121
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 121 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 121
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Resonating Shield Generator VII
Description           := Blocks a set ammount of damage per attack
Pic Num               := 200
Tonnage Space Taken   := 28
Tonnage Structure     := 19
Cost Minerals         := 147
Cost Organics         := 54
Cost Radioactives     := 441
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25029
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Tech Area Req 2       := Crystal Harmonics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 133
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 133 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 133
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Resonating Shield Generator VIII
Description           := Blocks a set ammount of damage per attack
Pic Num               := 200
Tonnage Space Taken   := 28
Tonnage Structure     := 19
Cost Minerals         := 140
Cost Organics         := 52
Cost Radioactives     := 419
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25029
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Tech Area Req 2       := Crystal Harmonics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 146
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 146 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 146
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Resonating Shield Generator IX
Description           := Blocks a set ammount of damage per attack
Pic Num               := 200
Tonnage Space Taken   := 28
Tonnage Structure     := 18
Cost Minerals         := 133
Cost Organics         := 49
Cost Radioactives     := 398
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25029
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 9
Tech Area Req 2       := Crystal Harmonics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 161
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 161 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 161
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Resonating Shield Generator X
Description           := Blocks a set ammount of damage per attack
Pic Num               := 200
Tonnage Space Taken   := 27
Tonnage Structure     := 18
Cost Minerals         := 126
Cost Organics         := 47
Cost Radioactives     := 378
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 25029
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 10
Tech Area Req 2       := Crystal Harmonics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates [%ShieldPointsGenerated] shield points.
Ability 1 Val 1       := 177
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 177 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 177
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Shield Regenerator I
Description           := Regenerates shields each combat turn.
Pic Num               := 1186
Tonnage Space Taken   := 20
Tonnage Structure     := 15
Cost Minerals         := 700
Cost Organics         := 90
Cost Radioactives     := 200
Vehicle Type          := All
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 25030
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 1
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 10 shield points per turn.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Shield Regenerator II
Description           := Regenerates shields each combat turn.
Pic Num               := 1186
Tonnage Space Taken   := 20
Tonnage Structure     := 15
Cost Minerals         := 665
Cost Organics         := 86
Cost Radioactives     := 190
Vehicle Type          := All
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 25030
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 2
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 14 shield points per turn.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Shield Regenerator III
Description           := Regenerates shields each combat turn.
Pic Num               := 1186
Tonnage Space Taken   := 20
Tonnage Structure     := 15
Cost Minerals         := 632
Cost Organics         := 81
Cost Radioactives     := 181
Vehicle Type          := All
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 25030
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 3
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 20 shield points per turn.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Shield Regenerator IV
Description           := Regenerates shields each combat turn.
Pic Num               := 1186
Tonnage Space Taken   := 19
Tonnage Structure     := 15
Cost Minerals         := 600
Cost Organics         := 77
Cost Radioactives     := 171
Vehicle Type          := All
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 25030
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 4
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 27 shield points per turn.
Ability 1 Val 1       := 27
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Temporal Shield Regenerator V
Description           := Regenerates shields each combat turn.
Pic Num               := 1186
Tonnage Space Taken   := 19
Tonnage Structure     := 14
Cost Minerals         := 570
Cost Organics         := 73
Cost Radioactives     := 163
Vehicle Type          := All
Supply Amount Used    := 10
Restrictions          := None
General Group         := Shields
Family                := 25030
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 5
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Regenerates 38 shield points per turn.
Ability 1 Val 1       := 38
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fuel Cell I
Description           := The fuel cell converts chemical fuel directly into energy.
Pic Num               := 673
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 250
Cost Radioactives     := 1000
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 14
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 1
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 1800 units of supply before refueling.
Ability 1 Val 1       := 1800
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fuel Cell II
Description           := The fuel cell converts chemical fuel directly into energy.
Pic Num               := 673
Tonnage Space Taken   := 200
Tonnage Structure     := 110
Cost Minerals         := 1800
Cost Organics         := 225
Cost Radioactives     := 900
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 14
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 2
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 1836 units of supply before refueling.
Ability 1 Val 1       := 1836
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fuel Cell III
Description           := The fuel cell converts chemical fuel directly into energy.
Pic Num               := 673
Tonnage Space Taken   := 200
Tonnage Structure     := 121
Cost Minerals         := 1620
Cost Organics         := 203
Cost Radioactives     := 810
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 14
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 3
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 1873 units of supply before refueling.
Ability 1 Val 1       := 1873
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fuel Cell IV
Description           := The fuel cell converts chemical fuel directly into energy.
Pic Num               := 673
Tonnage Space Taken   := 200
Tonnage Structure     := 133
Cost Minerals         := 1458
Cost Organics         := 182
Cost Radioactives     := 729
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 14
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 4
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 1910 units of supply before refueling.
Ability 1 Val 1       := 1910
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fuel Cell V
Description           := The fuel cell converts chemical fuel directly into energy.
Pic Num               := 673
Tonnage Space Taken   := 200
Tonnage Structure     := 146
Cost Minerals         := 1312
Cost Organics         := 164
Cost Radioactives     := 656
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 14
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 5
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 1948 units of supply before refueling.
Ability 1 Val 1       := 1948
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Array I
Description           := The solar array collects and converts the light of the sun into energy.
Pic Num               := 842
Tonnage Space Taken   := 15
Tonnage Structure     := 6
Cost Minerals         := 300
Cost Organics         := 35
Cost Radioactives     := 50
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 41
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can store 100 units of supply.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 50 supplies for each star in a system per turn.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Array II
Description           := The solar array collects and converts the light of the sun into energy.
Pic Num               := 842
Tonnage Space Taken   := 15
Tonnage Structure     := 7
Cost Minerals         := 270
Cost Organics         := 32
Cost Radioactives     := 45
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 41
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can store 110 units of supply.
Ability 1 Val 1       := 110
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 55 supplies for each star in a system per turn.
Ability 2 Val 1       := 55
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Array III
Description           := The solar array collects and converts the light of the sun into energy.
Pic Num               := 842
Tonnage Space Taken   := 15
Tonnage Structure     := 7
Cost Minerals         := 243
Cost Organics         := 28
Cost Radioactives     := 41
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 41
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can store 121 units of supply.
Ability 1 Val 1       := 121
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 61 supplies for each star in a system per turn.
Ability 2 Val 1       := 61
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Array IV
Description           := The solar array collects and converts the light of the sun into energy.
Pic Num               := 842
Tonnage Space Taken   := 15
Tonnage Structure     := 8
Cost Minerals         := 219
Cost Organics         := 26
Cost Radioactives     := 36
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 41
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can store 133 units of supply.
Ability 1 Val 1       := 133
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 67 supplies for each star in a system per turn.
Ability 2 Val 1       := 67
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Array V
Description           := The solar array collects and converts the light of the sun into energy.
Pic Num               := 842
Tonnage Space Taken   := 15
Tonnage Structure     := 9
Cost Minerals         := 197
Cost Organics         := 23
Cost Radioactives     := 33
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 41
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can store 146 units of supply.
Ability 1 Val 1       := 146
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 73 supplies for each star in a system per turn.
Ability 2 Val 1       := 73
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Photosynthesis Array I
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 60
Cost Organics         := 40
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 9991
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 1
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 150 units of supply.
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 120 supplies for each star in a system per turn.
Ability 2 Val 1       := 120
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Photosynthesis Array II
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 54
Cost Organics         := 36
Cost Radioactives     := 90
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 9991
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 2
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 165 units of supply.
Ability 1 Val 1       := 165
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 132 supplies for each star in a system per turn.
Ability 2 Val 1       := 132
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Photosynthesis Array III
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 49
Cost Organics         := 32
Cost Radioactives     := 81
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 9991
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 3
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 182 units of supply.
Ability 1 Val 1       := 182
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 145 supplies for each star in a system per turn.
Ability 2 Val 1       := 145
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Photosynthesis Array IV
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 10
Tonnage Structure     := 7
Cost Minerals         := 44
Cost Organics         := 29
Cost Radioactives     := 73
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 9991
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 4
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 200 units of supply.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 160 supplies for each star in a system per turn.
Ability 2 Val 1       := 160
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Photosynthesis Array V
Description           := Collects solar energy and converts it into supplies for a ship.
Pic Num               := 128
Tonnage Space Taken   := 10
Tonnage Structure     := 7
Cost Minerals         := 39
Cost Organics         := 26
Cost Radioactives     := 66
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 9991
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 5
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 220 units of supply.
Ability 1 Val 1       := 220
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 176 supplies for each star in a system per turn.
Ability 2 Val 1       := 176
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ramscoop I
Description           := The ramscoop collects interstellar hydrogen and converts it into energy.
Pic Num               := 233
Tonnage Space Taken   := 100
Tonnage Structure     := 30
Cost Minerals         := 5000
Cost Organics         := 130
Cost Radioactives     := 2500
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25036
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ramscoops
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 1000 supplies for each star in a system per turn.
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ramscoop II
Description           := The ramscoop collects interstellar hydrogen and converts it into energy.
Pic Num               := 233
Tonnage Space Taken   := 100
Tonnage Structure     := 33
Cost Minerals         := 5500
Cost Organics         := 143
Cost Radioactives     := 2750
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25036
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ramscoops
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 1200 supplies for each star in a system per turn.
Ability 1 Val 1       := 1200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ramscoop III
Description           := The ramscoop collects interstellar hydrogen and converts it into energy.
Pic Num               := 233
Tonnage Space Taken   := 100
Tonnage Structure     := 36
Cost Minerals         := 6050
Cost Organics         := 157
Cost Radioactives     := 3025
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25036
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ramscoops
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 1440 supplies for each star in a system per turn.
Ability 1 Val 1       := 1440
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ramscoop IV
Description           := The ramscoop collects interstellar hydrogen and converts it into energy.
Pic Num               := 233
Tonnage Space Taken   := 100
Tonnage Structure     := 40
Cost Minerals         := 6655
Cost Organics         := 173
Cost Radioactives     := 3328
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25036
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ramscoops
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 1728 supplies for each star in a system per turn.
Ability 1 Val 1       := 1728
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ramscoop V
Description           := The ramscoop collects interstellar hydrogen and converts it into energy.
Pic Num               := 233
Tonnage Space Taken   := 100
Tonnage Structure     := 44
Cost Minerals         := 7321
Cost Organics         := 190
Cost Radioactives     := 3660
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25036
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ramscoops
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 2074 supplies for each star in a system per turn.
Ability 1 Val 1       := 2074
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bussard Ramjet I
Description           := The ramscoop collects interstellar hydrogen and converts it into energy.
Pic Num               := 828
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 3000
Cost Organics         := 500
Cost Radioactives     := 1200
Vehicle Type          := All
Supply Amount Used    := 40
Restrictions          := None
General Group         := Propulsion
Family                := 25074
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ramscoops
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 30 supplies for each star in a system per turn.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Provides 3 standard movement
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Movement Bonus
Ability 3 Descr       := Engine efficiency provides a minimum of 2 movement.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Bussard Ramjet II
Description           := The ramscoop collects interstellar hydrogen and converts it into energy.
Pic Num               := 828
Tonnage Space Taken   := 100
Tonnage Structure     := 55
Cost Minerals         := 2700
Cost Organics         := 450
Cost Radioactives     := 1080
Vehicle Type          := All
Supply Amount Used    := 40
Restrictions          := None
General Group         := Propulsion
Family                := 25074
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ramscoops
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 33 supplies for each star in a system per turn.
Ability 1 Val 1       := 33
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Provides 3 standard movement
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Movement Bonus
Ability 3 Descr       := Engine efficiency provides a minimum of 2 movement.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Bussard Ramjet III
Description           := The ramscoop collects interstellar hydrogen and converts it into energy.
Pic Num               := 828
Tonnage Space Taken   := 100
Tonnage Structure     := 61
Cost Minerals         := 2430
Cost Organics         := 405
Cost Radioactives     := 972
Vehicle Type          := All
Supply Amount Used    := 40
Restrictions          := None
General Group         := Propulsion
Family                := 25074
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ramscoops
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 36 supplies for each star in a system per turn.
Ability 1 Val 1       := 36
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Provides 3 standard movement
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Movement Bonus
Ability 3 Descr       := Engine efficiency provides a minimum of 2 movement.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Bussard Ramjet IV
Description           := The ramscoop collects interstellar hydrogen and converts it into energy.
Pic Num               := 828
Tonnage Space Taken   := 100
Tonnage Structure     := 67
Cost Minerals         := 2187
Cost Organics         := 365
Cost Radioactives     := 875
Vehicle Type          := All
Supply Amount Used    := 40
Restrictions          := None
General Group         := Propulsion
Family                := 25074
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ramscoops
Tech Level Req 1      := 6
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 40 supplies for each star in a system per turn.
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Provides 3 standard movement
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Movement Bonus
Ability 3 Descr       := Engine efficiency provides a minimum of 2 movement.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Bussard Ramjet V
Description           := The ramscoop collects interstellar hydrogen and converts it into energy.
Pic Num               := 828
Tonnage Space Taken   := 100
Tonnage Structure     := 73
Cost Minerals         := 1968
Cost Organics         := 328
Cost Radioactives     := 787
Vehicle Type          := All
Supply Amount Used    := 40
Restrictions          := None
General Group         := Propulsion
Family                := 25074
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ramscoops
Tech Level Req 1      := 7
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Solar Supply Generation
Ability 1 Descr       := Generates 44 supplies for each star in a system per turn.
Ability 1 Val 1       := 44
Ability 1 Val 2       := 0
Ability 2 Type        := Standard Ship Movement
Ability 2 Descr       := Provides 3 standard movement
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Movement Bonus
Ability 3 Descr       := Engine efficiency provides a minimum of 2 movement.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Hyper-Skip Engine I
Description           := Hyperspace engine that induces millions of micro-jumps per second, thereby producing the illusion of FTL movement.
Pic Num               := 998
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 10000
Cost Organics         := 1200
Cost Radioactives     := 45000
Vehicle Type          := All
Supply Amount Used    := 300
Restrictions          := None
General Group         := Propulsion
Family                := 25075
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Provides 8 standard movement
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyper-Skip Engine II
Description           := Hyperspace engine that induces millions of micro-jumps per second, thereby producing the illusion of FTL movement.
Pic Num               := 998
Tonnage Space Taken   := 100
Tonnage Structure     := 55
Cost Minerals         := 9000
Cost Organics         := 1080
Cost Radioactives     := 40500
Vehicle Type          := All
Supply Amount Used    := 300
Restrictions          := None
General Group         := Propulsion
Family                := 25075
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Provides 8 standard movement
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyper-Skip Engine III
Description           := Hyperspace engine that induces millions of micro-jumps per second, thereby producing the illusion of FTL movement.
Pic Num               := 998
Tonnage Space Taken   := 100
Tonnage Structure     := 61
Cost Minerals         := 8100
Cost Organics         := 972
Cost Radioactives     := 36450
Vehicle Type          := All
Supply Amount Used    := 300
Restrictions          := None
General Group         := Propulsion
Family                := 25075
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Provides 8 standard movement
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyper-Skip Engine IV
Description           := Hyperspace engine that induces millions of micro-jumps per second, thereby producing the illusion of FTL movement.
Pic Num               := 998
Tonnage Space Taken   := 100
Tonnage Structure     := 67
Cost Minerals         := 7290
Cost Organics         := 875
Cost Radioactives     := 32805
Vehicle Type          := All
Supply Amount Used    := 300
Restrictions          := None
General Group         := Propulsion
Family                := 25075
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Provides 8 standard movement
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyper-Skip Engine V
Description           := Hyperspace engine that induces millions of micro-jumps per second, thereby producing the illusion of FTL movement.
Pic Num               := 998
Tonnage Space Taken   := 100
Tonnage Structure     := 73
Cost Minerals         := 6561
Cost Organics         := 787
Cost Radioactives     := 29525
Vehicle Type          := All
Supply Amount Used    := 300
Restrictions          := None
General Group         := Propulsion
Family                := 25075
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Provides 8 standard movement
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nuclear Reactor I
Description           := The atomic reactor generates power by a sustained nuclear chain reaction.
Pic Num               := 1665
Tonnage Space Taken   := 200
Tonnage Structure     := 170
Cost Minerals         := 5000
Cost Organics         := 1200
Cost Radioactives     := 4000
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25031
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 1
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 2400 units of supply before refueling.
Ability 1 Val 1       := 2400
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nuclear Reactor II
Description           := The atomic reactor generates power by a sustained nuclear chain reaction.
Pic Num               := 1665
Tonnage Space Taken   := 200
Tonnage Structure     := 177
Cost Minerals         := 4500
Cost Organics         := 1080
Cost Radioactives     := 3600
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25031
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 2
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 2496 units of supply before refueling.
Ability 1 Val 1       := 2496
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nuclear Reactor III
Description           := The atomic reactor generates power by a sustained nuclear chain reaction.
Pic Num               := 1665
Tonnage Space Taken   := 200
Tonnage Structure     := 184
Cost Minerals         := 4050
Cost Organics         := 972
Cost Radioactives     := 3240
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25031
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 3
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 2596 units of supply before refueling.
Ability 1 Val 1       := 2596
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nuclear Reactor IV
Description           := The atomic reactor generates power by a sustained nuclear chain reaction.
Pic Num               := 1665
Tonnage Space Taken   := 200
Tonnage Structure     := 191
Cost Minerals         := 3645
Cost Organics         := 875
Cost Radioactives     := 2916
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25031
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 4
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 2700 units of supply before refueling.
Ability 1 Val 1       := 2700
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Nuclear Reactor V
Description           := The atomic reactor generates power by a sustained nuclear chain reaction.
Pic Num               := 1665
Tonnage Space Taken   := 200
Tonnage Structure     := 199
Cost Minerals         := 3281
Cost Organics         := 787
Cost Radioactives     := 2624
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25031
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 5
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 2808 units of supply before refueling.
Ability 1 Val 1       := 2808
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antimatter Reactor I
Description           := The antimatter reactor generates power by a sustained matter/antimatter fusion reaction.
Pic Num               := 1666
Tonnage Space Taken   := 200
Tonnage Structure     := 150
Cost Minerals         := 5000
Cost Organics         := 2000
Cost Radioactives     := 6000
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25032
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 1
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 3000 units of supply before refueling.
Ability 1 Val 1       := 3000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antimatter Reactor II
Description           := The antimatter reactor generates power by a sustained matter/antimatter fusion reaction.
Pic Num               := 1666
Tonnage Space Taken   := 200
Tonnage Structure     := 159
Cost Minerals         := 4500
Cost Organics         := 1800
Cost Radioactives     := 5400
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25032
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 2
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 3150 units of supply before refueling.
Ability 1 Val 1       := 3150
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antimatter Reactor III
Description           := The antimatter reactor generates power by a sustained matter/antimatter fusion reaction.
Pic Num               := 1666
Tonnage Space Taken   := 200
Tonnage Structure     := 169
Cost Minerals         := 4050
Cost Organics         := 1620
Cost Radioactives     := 4860
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25032
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 3
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 3308 units of supply before refueling.
Ability 1 Val 1       := 3308
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antimatter Reactor IV
Description           := The antimatter reactor generates power by a sustained matter/antimatter fusion reaction.
Pic Num               := 1666
Tonnage Space Taken   := 200
Tonnage Structure     := 179
Cost Minerals         := 3645
Cost Organics         := 1458
Cost Radioactives     := 4374
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25032
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 4
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 3473 units of supply before refueling.
Ability 1 Val 1       := 3473
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Antimatter Reactor V
Description           := The antimatter reactor generates power by a sustained matter/antimatter fusion reaction.
Pic Num               := 1666
Tonnage Space Taken   := 200
Tonnage Structure     := 189
Cost Minerals         := 3281
Cost Organics         := 1312
Cost Radioactives     := 3937
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25032
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 5
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 3647 units of supply before refueling.
Ability 1 Val 1       := 3647
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Singularity Reactor I
Description           := The quantum singularity reactor generates power by a reaction at the quantum level.
Pic Num               := 890
Tonnage Space Taken   := 200
Tonnage Structure     := 150
Cost Minerals         := 5000
Cost Organics         := 2000
Cost Radioactives     := 6500
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25033
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 1
Tech Area Req 2       := Zero Point Energy
Tech Level Req 2      := 1
Tech Area Req 3       := Power Generation
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 3600 units of supply before refueling.
Ability 1 Val 1       := 3600
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Singularity Reactor II
Description           := The quantum singularity reactor generates power by a reaction at the quantum level.
Pic Num               := 890
Tonnage Space Taken   := 200
Tonnage Structure     := 159
Cost Minerals         := 4500
Cost Organics         := 1800
Cost Radioactives     := 5850
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25033
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 2
Tech Area Req 2       := Zero Point Energy
Tech Level Req 2      := 1
Tech Area Req 3       := Power Generation
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 3816 units of supply before refueling.
Ability 1 Val 1       := 3816
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Singularity Reactor III
Description           := The quantum singularity reactor generates power by a reaction at the quantum level.
Pic Num               := 890
Tonnage Space Taken   := 200
Tonnage Structure     := 169
Cost Minerals         := 4050
Cost Organics         := 1620
Cost Radioactives     := 5265
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25033
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 3
Tech Area Req 2       := Zero Point Energy
Tech Level Req 2      := 1
Tech Area Req 3       := Power Generation
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 4045 units of supply before refueling.
Ability 1 Val 1       := 4045
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Singularity Reactor IV
Description           := The quantum singularity reactor generates power by a reaction at the quantum level.
Pic Num               := 890
Tonnage Space Taken   := 200
Tonnage Structure     := 179
Cost Minerals         := 3645
Cost Organics         := 1458
Cost Radioactives     := 4739
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25033
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 4
Tech Area Req 2       := Zero Point Energy
Tech Level Req 2      := 1
Tech Area Req 3       := Power Generation
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 4288 units of supply before refueling.
Ability 1 Val 1       := 4288
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Singularity Reactor V
Description           := The quantum singularity reactor generates power by a reaction at the quantum level.
Pic Num               := 890
Tonnage Space Taken   := 200
Tonnage Structure     := 189
Cost Minerals         := 3281
Cost Organics         := 1312
Cost Radioactives     := 4265
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25033
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 5
Tech Area Req 2       := Zero Point Energy
Tech Level Req 2      := 1
Tech Area Req 3       := Power Generation
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 4545 units of supply before refueling.
Ability 1 Val 1       := 4545
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Ionization Reactor I
Description           := The solar ionization reactor generates power by a nuclear fusion reaction that is temperature independent.
Pic Num               := 367
Tonnage Space Taken   := 200
Tonnage Structure     := 180
Cost Minerals         := 7000
Cost Organics         := 2500
Cost Radioactives     := 8000
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25034
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 1
Tech Area Req 2       := Nuclear Power
Tech Level Req 2      := 3
Tech Area Req 3       := Power Generation
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 4200 units of supply before refueling.
Ability 1 Val 1       := 4200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Ionization Reactor II
Description           := The solar ionization reactor generates power by a nuclear fusion reaction that is temperature independent.
Pic Num               := 367
Tonnage Space Taken   := 200
Tonnage Structure     := 185
Cost Minerals         := 6300
Cost Organics         := 2250
Cost Radioactives     := 7200
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25034
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 2
Tech Area Req 2       := Nuclear Power
Tech Level Req 2      := 3
Tech Area Req 3       := Power Generation
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 4410 units of supply before refueling.
Ability 1 Val 1       := 4410
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Ionization Reactor III
Description           := The solar ionization reactor generates power by a nuclear fusion reaction that is temperature independent.
Pic Num               := 367
Tonnage Space Taken   := 200
Tonnage Structure     := 191
Cost Minerals         := 5670
Cost Organics         := 2025
Cost Radioactives     := 6480
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25034
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 3
Tech Area Req 2       := Nuclear Power
Tech Level Req 2      := 3
Tech Area Req 3       := Power Generation
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 4631 units of supply before refueling.
Ability 1 Val 1       := 4631
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Ionization Reactor IV
Description           := The solar ionization reactor generates power by a nuclear fusion reaction that is temperature independent.
Pic Num               := 367
Tonnage Space Taken   := 200
Tonnage Structure     := 197
Cost Minerals         := 5103
Cost Organics         := 1823
Cost Radioactives     := 5832
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25034
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 4
Tech Area Req 2       := Nuclear Power
Tech Level Req 2      := 3
Tech Area Req 3       := Power Generation
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 4862 units of supply before refueling.
Ability 1 Val 1       := 4862
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Ionization Reactor V
Description           := The solar ionization reactor generates power by a nuclear fusion reaction that is temperature independent.
Pic Num               := 367
Tonnage Space Taken   := 200
Tonnage Structure     := 203
Cost Minerals         := 4593
Cost Organics         := 1640
Cost Radioactives     := 5249
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25034
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 5
Tech Area Req 2       := Nuclear Power
Tech Level Req 2      := 3
Tech Area Req 3       := Power Generation
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Can use 5105 units of supply before refueling.
Ability 1 Val 1       := 5105
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Bay I
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 58
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 20
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Carrier Construction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 4 fighters can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 30kT of cargo space.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Bay II
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 58
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 180
Cost Organics         := 18
Cost Radioactives     := 18
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Carrier Construction
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 4 fighters can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 42kT of cargo space.
Ability 2 Val 1       := 42
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Bay III
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 58
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 162
Cost Organics         := 16
Cost Radioactives     := 16
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Carrier Construction
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 4 fighters can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 59kT of cargo space.
Ability 2 Val 1       := 59
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Bay IV
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 58
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 146
Cost Organics         := 15
Cost Radioactives     := 15
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Carrier Construction
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 4 fighters can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 82kT of cargo space.
Ability 2 Val 1       := 82
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Bay V
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 58
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 131
Cost Organics         := 13
Cost Radioactives     := 13
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 15
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Carrier Construction
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 4 fighters can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 115kT of cargo space.
Ability 2 Val 1       := 115
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rider Bay I
Description           := Area on a starship where riders and fighters are stored for launch.
Pic Num               := 331
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 1000
Cost Organics         := 50
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25067
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Highliner Construction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover riders and fighters from space. 1 can be launched per combat turn and 3 can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 100kT of cargo space.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rider Bay II
Description           := Area on a starship where riders and fighters are stored for launch.
Pic Num               := 331
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 900
Cost Organics         := 45
Cost Radioactives     := 180
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25067
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Highliner Construction
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover riders and fighters from space. 1 can be launched per combat turn and 3 can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 140kT of cargo space.
Ability 2 Val 1       := 140
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rider Bay III
Description           := Area on a starship where riders and fighters are stored for launch.
Pic Num               := 331
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 810
Cost Organics         := 41
Cost Radioactives     := 162
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25067
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Highliner Construction
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover riders and fighters from space. 1 can be launched per combat turn and 3 can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 196kT of cargo space.
Ability 2 Val 1       := 196
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rider Bay IV
Description           := Area on a starship where riders and fighters are stored for launch.
Pic Num               := 331
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 729
Cost Organics         := 36
Cost Radioactives     := 146
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25067
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Highliner Construction
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover riders and fighters from space. 1 can be launched per combat turn and 3 can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 274kT of cargo space.
Ability 2 Val 1       := 274
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rider Bay V
Description           := Area on a starship where riders and fighters are stored for launch.
Pic Num               := 331
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 656
Cost Organics         := 33
Cost Radioactives     := 131
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25067
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Highliner Construction
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover riders and fighters from space. 1 can be launched per combat turn and 3 can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 3
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 384kT of cargo space.
Ability 2 Val 1       := 384
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Layer I
Description           := Lays mines in space.
Pic Num               := 73
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 30
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 16
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Lay Mines
Ability 1 Descr       := Can lay mines in space at the rate of 2 per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 20kT of cargo space.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Layer II
Description           := Lays mines in space.
Pic Num               := 73
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 180
Cost Organics         := 27
Cost Radioactives     := 45
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 16
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Lay Mines
Ability 1 Descr       := Can lay mines in space at the rate of 2 per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 28kT of cargo space.
Ability 2 Val 1       := 28
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Layer III
Description           := Lays mines in space.
Pic Num               := 73
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 162
Cost Organics         := 24
Cost Radioactives     := 41
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 16
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Lay Mines
Ability 1 Descr       := Can lay mines in space at the rate of 2 per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 39kT of cargo space.
Ability 2 Val 1       := 39
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Layer IV
Description           := Lays mines in space.
Pic Num               := 73
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 146
Cost Organics         := 22
Cost Radioactives     := 36
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 16
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Lay Mines
Ability 1 Descr       := Can lay mines in space at the rate of 2 per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 55kT of cargo space.
Ability 2 Val 1       := 55
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Layer V
Description           := Lays mines in space.
Pic Num               := 73
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 131
Cost Organics         := 20
Cost Radioactives     := 33
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 16
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Lay Mines
Ability 1 Descr       := Can lay mines in space at the rate of 2 per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 77kT of cargo space.
Ability 2 Val 1       := 77
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Sensors I
Description           := Sensors designed to make micro-corrections to a vehicle's flight path to avoid dust and debris.
Pic Num               := 222
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 20
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 1117
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Gives a 3% maintenance bonus (only 1 component per ship effective).
Ability 1 Val 1       := -3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 2% defensive bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Sensors II
Description           := Sensors designed to make micro-corrections to a vehicle's flight path to avoid dust and debris.
Pic Num               := 222
Tonnage Space Taken   := 8
Tonnage Structure     := 4
Cost Minerals         := 190
Cost Organics         := 19
Cost Radioactives     := 95
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 1117
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Gives a 3% maintenance bonus (only 1 component per ship effective).
Ability 1 Val 1       := -3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 3% defensive bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Sensors III
Description           := Sensors designed to make micro-corrections to a vehicle's flight path to avoid dust and debris.
Pic Num               := 222
Tonnage Space Taken   := 6
Tonnage Structure     := 3
Cost Minerals         := 181
Cost Organics         := 18
Cost Radioactives     := 90
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 1117
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Gives a 3% maintenance bonus (only 1 component per ship effective).
Ability 1 Val 1       := -3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 3% defensive bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Sensors IV
Description           := Sensors designed to make micro-corrections to a vehicle's flight path to avoid dust and debris.
Pic Num               := 222
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 171
Cost Organics         := 17
Cost Radioactives     := 86
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 1117
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Gives a 3% maintenance bonus (only 1 component per ship effective).
Ability 1 Val 1       := -3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 4% defensive bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Sensors V
Description           := Sensors designed to make micro-corrections to a vehicle's flight path to avoid dust and debris.
Pic Num               := 222
Tonnage Space Taken   := 4
Tonnage Structure     := 2
Cost Minerals         := 163
Cost Organics         := 16
Cost Radioactives     := 81
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 1117
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Gives a 4% maintenance bonus (only 1 component per ship effective).
Ability 1 Val 1       := -4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 6% defensive bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Sensors VI
Description           := Sensors designed to make micro-corrections to a vehicle's flight path to avoid dust and debris.
Pic Num               := 222
Tonnage Space Taken   := 3
Tonnage Structure     := 2
Cost Minerals         := 155
Cost Organics         := 15
Cost Radioactives     := 77
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 1117
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Gives a 4% maintenance bonus (only 1 component per ship effective).
Ability 1 Val 1       := -4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 7% defensive bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Sensors VII
Description           := Sensors designed to make micro-corrections to a vehicle's flight path to avoid dust and debris.
Pic Num               := 222
Tonnage Space Taken   := 3
Tonnage Structure     := 1
Cost Minerals         := 147
Cost Organics         := 15
Cost Radioactives     := 74
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 1117
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Gives a 4% maintenance bonus (only 1 component per ship effective).
Ability 1 Val 1       := -4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 10% defensive bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Sensors VIII
Description           := Sensors designed to make micro-corrections to a vehicle's flight path to avoid dust and debris.
Pic Num               := 222
Tonnage Space Taken   := 2
Tonnage Structure     := 1
Cost Minerals         := 140
Cost Organics         := 14
Cost Radioactives     := 70
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 1117
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Gives a 4% maintenance bonus (only 1 component per ship effective).
Ability 1 Val 1       := -4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 13% defensive bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Sensors IX
Description           := Sensors designed to make micro-corrections to a vehicle's flight path to avoid dust and debris.
Pic Num               := 222
Tonnage Space Taken   := 2
Tonnage Structure     := 1
Cost Minerals         := 133
Cost Organics         := 13
Cost Radioactives     := 66
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 1117
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Gives a 4% maintenance bonus (only 1 component per ship effective).
Ability 1 Val 1       := -4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 16% defensive bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 16
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Navigational Sensors X
Description           := Sensors designed to make micro-corrections to a vehicle's flight path to avoid dust and debris.
Pic Num               := 222
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 126
Cost Organics         := 13
Cost Radioactives     := 63
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 1117
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 10
Number of Abilities   := 2
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Gives a 5% maintenance bonus (only 1 component per ship effective).
Ability 1 Val 1       := -5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 21% defensive bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 21
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking I
Description           := Sensors designed to track and catalogue multiple targets.
Pic Num               := 11
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 20
Cost Radioactives     := 50
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 17
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 2 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking II
Description           := Sensors designed to track and catalogue multiple targets.
Pic Num               := 11
Tonnage Space Taken   := 16
Tonnage Structure     := 8
Cost Minerals         := 95
Cost Organics         := 19
Cost Radioactives     := 48
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 17
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 2
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 3 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking III
Description           := Sensors designed to track and catalogue multiple targets.
Pic Num               := 11
Tonnage Space Taken   := 13
Tonnage Structure     := 6
Cost Minerals         := 90
Cost Organics         := 18
Cost Radioactives     := 45
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 17
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 4 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking IV
Description           := Sensors designed to track and catalogue multiple targets.
Pic Num               := 11
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 86
Cost Organics         := 17
Cost Radioactives     := 43
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 17
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 5 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking V
Description           := Sensors designed to track and catalogue multiple targets.
Pic Num               := 11
Tonnage Space Taken   := 8
Tonnage Structure     := 4
Cost Minerals         := 81
Cost Organics         := 16
Cost Radioactives     := 41
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 17
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 8 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking VI
Description           := Sensors designed to track and catalogue multiple targets.
Pic Num               := 11
Tonnage Space Taken   := 7
Tonnage Structure     := 3
Cost Minerals         := 77
Cost Organics         := 15
Cost Radioactives     := 39
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 17
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 6
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 11 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking VII
Description           := Sensors designed to track and catalogue multiple targets.
Pic Num               := 11
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 74
Cost Organics         := 15
Cost Radioactives     := 37
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 17
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 7
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 15 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking VIII
Description           := Sensors designed to track and catalogue multiple targets.
Pic Num               := 11
Tonnage Space Taken   := 4
Tonnage Structure     := 2
Cost Minerals         := 70
Cost Organics         := 14
Cost Radioactives     := 35
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 17
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 8
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 21 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 21
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking IX
Description           := Sensors designed to track and catalogue multiple targets.
Pic Num               := 11
Tonnage Space Taken   := 3
Tonnage Structure     := 2
Cost Minerals         := 66
Cost Organics         := 13
Cost Radioactives     := 33
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 17
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 9
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 30 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Multiplex Tracking X
Description           := Sensors designed to track and catalogue multiple targets.
Pic Num               := 11
Tonnage Space Taken   := 3
Tonnage Structure     := 1
Cost Minerals         := 63
Cost Organics         := 13
Cost Radioactives     := 32
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 17
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 10
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Multiplex Tracking
Ability 1 Descr       := Allows tracking of 41 targets in combat (only 1 component per ship effective).
Ability 1 Val 1       := 41
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors I
Description           := Combat sensors are designed to track and hit targets with greater accuracy.
Pic Num               := 12
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 300
Cost Organics         := 20
Cost Radioactives     := 60
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 18
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors II
Description           := Combat sensors are designed to track and hit targets with greater accuracy.
Pic Num               := 12
Tonnage Space Taken   := 24
Tonnage Structure     := 12
Cost Minerals         := 285
Cost Organics         := 19
Cost Radioactives     := 57
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 18
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 2
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 14% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors III
Description           := Combat sensors are designed to track and hit targets with greater accuracy.
Pic Num               := 12
Tonnage Space Taken   := 19
Tonnage Structure     := 10
Cost Minerals         := 271
Cost Organics         := 18
Cost Radioactives     := 54
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 18
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors IV
Description           := Combat sensors are designed to track and hit targets with greater accuracy.
Pic Num               := 12
Tonnage Space Taken   := 15
Tonnage Structure     := 8
Cost Minerals         := 257
Cost Organics         := 17
Cost Radioactives     := 51
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 18
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 27% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 27
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors V
Description           := Combat sensors are designed to track and hit targets with greater accuracy.
Pic Num               := 12
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 244
Cost Organics         := 16
Cost Radioactives     := 49
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 18
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 38% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 38
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors VI
Description           := Combat sensors are designed to track and hit targets with greater accuracy.
Pic Num               := 12
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 232
Cost Organics         := 15
Cost Radioactives     := 46
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 18
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 6
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 54% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 54
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors VII
Description           := Combat sensors are designed to track and hit targets with greater accuracy.
Pic Num               := 12
Tonnage Space Taken   := 8
Tonnage Structure     := 4
Cost Minerals         := 221
Cost Organics         := 15
Cost Radioactives     := 44
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 18
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 7
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 75% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 75
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors VIII
Description           := Combat sensors are designed to track and hit targets with greater accuracy.
Pic Num               := 12
Tonnage Space Taken   := 6
Tonnage Structure     := 3
Cost Minerals         := 210
Cost Organics         := 14
Cost Radioactives     := 42
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 18
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 8
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 105% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 105
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors IX
Description           := Combat sensors are designed to track and hit targets with greater accuracy.
Pic Num               := 12
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 199
Cost Organics         := 13
Cost Radioactives     := 40
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 18
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 9
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 148% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 148
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Combat Sensors X
Description           := Combat sensors are designed to track and hit targets with greater accuracy.
Pic Num               := 12
Tonnage Space Taken   := 4
Tonnage Structure     := 2
Cost Minerals         := 189
Cost Organics         := 13
Cost Radioactives     := 38
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 18
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 10
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 207% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 207
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Targeter I
Description           := 
Pic Num               := 223
Tonnage Space Taken   := 30
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 50
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 180
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Tech Area Req 2       := Zero Point Energy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Multiplex Tracking
Ability 2 Descr       := Allows tracking of 20 targets in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Targeter II
Description           := 
Pic Num               := 223
Tonnage Space Taken   := 24
Tonnage Structure     := 8
Cost Minerals         := 285
Cost Organics         := 48
Cost Radioactives     := 95
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 180
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Tech Area Req 2       := Zero Point Energy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 28% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 28
Ability 1 Val 2       := 0
Ability 2 Type        := Multiplex Tracking
Ability 2 Descr       := Allows tracking of 28 targets in combat (only 1 component per ship effective).
Ability 2 Val 1       := 28
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Targeter III
Description           := 
Pic Num               := 223
Tonnage Space Taken   := 19
Tonnage Structure     := 6
Cost Minerals         := 271
Cost Organics         := 45
Cost Radioactives     := 90
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 180
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Zero Point Energy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 39% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 39
Ability 1 Val 2       := 0
Ability 2 Type        := Multiplex Tracking
Ability 2 Descr       := Allows tracking of 39 targets in combat (only 1 component per ship effective).
Ability 2 Val 1       := 39
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Targeter IV
Description           := 
Pic Num               := 223
Tonnage Space Taken   := 15
Tonnage Structure     := 5
Cost Minerals         := 257
Cost Organics         := 43
Cost Radioactives     := 86
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 180
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 6
Tech Area Req 2       := Zero Point Energy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 55% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 55
Ability 1 Val 2       := 0
Ability 2 Type        := Multiplex Tracking
Ability 2 Descr       := Allows tracking of 55 targets in combat (only 1 component per ship effective).
Ability 2 Val 1       := 55
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Targeter V
Description           := 
Pic Num               := 223
Tonnage Space Taken   := 12
Tonnage Structure     := 4
Cost Minerals         := 244
Cost Organics         := 41
Cost Radioactives     := 81
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 180
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 7
Tech Area Req 2       := Zero Point Energy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 77% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 77
Ability 1 Val 2       := 0
Ability 2 Type        := Multiplex Tracking
Ability 2 Descr       := Allows tracking of 77 targets in combat (only 1 component per ship effective).
Ability 2 Val 1       := 77
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := ECM I
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 20
Cost Radioactives     := 70
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 19
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM II
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 16
Tonnage Structure     := 8
Cost Minerals         := 95
Cost Organics         := 19
Cost Radioactives     := 67
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 19
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 14% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM III
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 13
Tonnage Structure     := 6
Cost Minerals         := 90
Cost Organics         := 18
Cost Radioactives     := 63
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 19
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM IV
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 10
Tonnage Structure     := 5
Cost Minerals         := 86
Cost Organics         := 17
Cost Radioactives     := 60
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 19
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 27% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 27
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM V
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 8
Tonnage Structure     := 4
Cost Minerals         := 81
Cost Organics         := 16
Cost Radioactives     := 57
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 19
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 38% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 38
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM VI
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 7
Tonnage Structure     := 3
Cost Minerals         := 77
Cost Organics         := 15
Cost Radioactives     := 54
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 19
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 54% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 54
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM VII
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 74
Cost Organics         := 15
Cost Radioactives     := 51
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 19
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 75% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 75
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM VIII
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 4
Tonnage Structure     := 2
Cost Minerals         := 70
Cost Organics         := 14
Cost Radioactives     := 49
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 19
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 105% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 105
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM IX
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 3
Tonnage Structure     := 2
Cost Minerals         := 66
Cost Organics         := 13
Cost Radioactives     := 46
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 19
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 148% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 148
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := ECM X
Description           := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num               := 13
Tonnage Space Taken   := 3
Tonnage Structure     := 1
Cost Minerals         := 63
Cost Organics         := 13
Cost Radioactives     := 44
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 19
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 207% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 207
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners I
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 30
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 10
Cost Radioactives     := 50
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 20
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 1 sector away.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners II
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 24
Tonnage Structure     := 8
Cost Minerals         := 95
Cost Organics         := 10
Cost Radioactives     := 48
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 20
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 2 sector away.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners III
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 19
Tonnage Structure     := 6
Cost Minerals         := 90
Cost Organics         := 9
Cost Radioactives     := 45
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 20
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 3 sector away.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners IV
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 15
Tonnage Structure     := 5
Cost Minerals         := 86
Cost Organics         := 9
Cost Radioactives     := 43
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 20
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 4 sector away.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners V
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 12
Tonnage Structure     := 4
Cost Minerals         := 81
Cost Organics         := 8
Cost Radioactives     := 41
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 20
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 5 sector away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners VI
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 10
Tonnage Structure     := 3
Cost Minerals         := 77
Cost Organics         := 8
Cost Radioactives     := 39
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 20
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 6 sector away.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners VII
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 8
Tonnage Structure     := 3
Cost Minerals         := 74
Cost Organics         := 7
Cost Radioactives     := 37
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 20
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 7 sector away.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners VIII
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 6
Tonnage Structure     := 2
Cost Minerals         := 70
Cost Organics         := 7
Cost Radioactives     := 35
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 20
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 8 sector away.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners IX
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 5
Tonnage Structure     := 2
Cost Minerals         := 66
Cost Organics         := 7
Cost Radioactives     := 33
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 20
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 9 sector away.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Long Range Scanners X
Description           := Sensors which can scan an enemy ship at many sectors distance.
Pic Num               := 14
Tonnage Space Taken   := 4
Tonnage Structure     := 1
Cost Minerals         := 63
Cost Organics         := 6
Cost Radioactives     := 32
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 20
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Scanners
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Long Range Scanner
Ability 1 Descr       := Allows scanning of targets 10 sector away.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Scanner Jammer I
Description           := A broad-band long range scanner jamming device.
Pic Num               := 15
Tonnage Space Taken   := 15
Tonnage Structure     := 7
Cost Minerals         := 50
Cost Organics         := 10
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 21
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 1
Tech Area Req 2       := Scanners
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Scanner Jammer
Ability 1 Descr       := Prevents use of Long Range scanners on this ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Scanner Jammer II
Description           := A broad-band long range scanner jamming device.
Pic Num               := 15
Tonnage Space Taken   := 12
Tonnage Structure     := 6
Cost Minerals         := 48
Cost Organics         := 10
Cost Radioactives     := 95
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 21
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 2
Tech Area Req 2       := Scanners
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Scanner Jammer
Ability 1 Descr       := Prevents use of Long Range scanners on this ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Scanner Jammer III
Description           := A broad-band long range scanner jamming device.
Pic Num               := 15
Tonnage Space Taken   := 10
Tonnage Structure     := 4
Cost Minerals         := 45
Cost Organics         := 9
Cost Radioactives     := 90
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 21
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 3
Tech Area Req 2       := Scanners
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Scanner Jammer
Ability 1 Descr       := Prevents use of Long Range scanners on this ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Scanner Jammer IV
Description           := A broad-band long range scanner jamming device.
Pic Num               := 15
Tonnage Space Taken   := 8
Tonnage Structure     := 4
Cost Minerals         := 43
Cost Organics         := 9
Cost Radioactives     := 86
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 21
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 4
Tech Area Req 2       := Scanners
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Scanner Jammer
Ability 1 Descr       := Prevents use of Long Range scanners on this ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Scanner Jammer V
Description           := A broad-band long range scanner jamming device.
Pic Num               := 15
Tonnage Space Taken   := 6
Tonnage Structure     := 3
Cost Minerals         := 41
Cost Organics         := 8
Cost Radioactives     := 81
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 21
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 5
Tech Area Req 2       := Scanners
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Scanner Jammer
Ability 1 Descr       := Prevents use of Long Range scanners on this ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Sector Jammer I
Description           := Strong ECM device used to fill nearby space with static and random signals, blinding combat sensors. It's protection is extended to all ships in the sector, however it also works against yourself.
Pic Num               := 220
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 600
Cost Organics         := 50
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 24018
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 1
Tech Area Req 2       := Scanners
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Sector - Sensor Interference
Ability 1 Descr       := Makes targeting 2% harder in the whole sector. Be careful when using many sector jammers in the same sector since their effect stacks and they also affect your weapons.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Jamming ship gets 10% harder to hit.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Scanner Jammer
Ability 3 Descr       := Prevents use of Long Range scanners on this ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Sector Jammer II
Description           := Strong ECM device used to fill nearby space with static and random signals, blinding combat sensors. It's protection is extended to all ships in the sector, however it also works against yourself.
Pic Num               := 220
Tonnage Space Taken   := 24
Tonnage Structure     := 16
Cost Minerals         := 570
Cost Organics         := 48
Cost Radioactives     := 380
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 24018
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 2
Tech Area Req 2       := Scanners
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Sector - Sensor Interference
Ability 1 Descr       := Makes targeting 3% harder in the whole sector. Be careful when using many sector jammers in the same sector since their effect stacks and they also affect your weapons.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Jamming ship gets 15% harder to hit.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Scanner Jammer
Ability 3 Descr       := Prevents use of Long Range scanners on this ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Sector Jammer III
Description           := Strong ECM device used to fill nearby space with static and random signals, blinding combat sensors. It's protection is extended to all ships in the sector, however it also works against yourself.
Pic Num               := 220
Tonnage Space Taken   := 19
Tonnage Structure     := 13
Cost Minerals         := 542
Cost Organics         := 45
Cost Radioactives     := 361
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 24018
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 3
Tech Area Req 2       := Scanners
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Sector - Sensor Interference
Ability 1 Descr       := Makes targeting 5% harder in the whole sector. Be careful when using many sector jammers in the same sector since their effect stacks and they also affect your weapons.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Jamming ship gets 23% harder to hit.
Ability 2 Val 1       := 23
Ability 2 Val 2       := 0
Ability 3 Type        := Scanner Jammer
Ability 3 Descr       := Prevents use of Long Range scanners on this ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Sector Jammer IV
Description           := Strong ECM device used to fill nearby space with static and random signals, blinding combat sensors. It's protection is extended to all ships in the sector, however it also works against yourself.
Pic Num               := 220
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 514
Cost Organics         := 43
Cost Radioactives     := 343
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 24018
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 4
Tech Area Req 2       := Scanners
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Sector - Sensor Interference
Ability 1 Descr       := Makes targeting 7% harder in the whole sector. Be careful when using many sector jammers in the same sector since their effect stacks and they also affect your weapons.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Jamming ship gets 34% harder to hit.
Ability 2 Val 1       := 34
Ability 2 Val 2       := 0
Ability 3 Type        := Scanner Jammer
Ability 3 Descr       := Prevents use of Long Range scanners on this ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Sector Jammer V
Description           := Strong ECM device used to fill nearby space with static and random signals, blinding combat sensors. It's protection is extended to all ships in the sector, however it also works against yourself.
Pic Num               := 220
Tonnage Space Taken   := 12
Tonnage Structure     := 8
Cost Minerals         := 489
Cost Organics         := 41
Cost Radioactives     := 326
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 24018
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Electronic Warfare
Tech Level Req 1      := 5
Tech Area Req 2       := Scanners
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Sector - Sensor Interference
Ability 1 Descr       := Makes targeting 10% harder in the whole sector. Be careful when using many sector jammers in the same sector since their effect stacks and they also affect your weapons.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Jamming ship gets 51% harder to hit.
Ability 2 Val 1       := 51
Ability 2 Val 2       := 0
Ability 3 Type        := Scanner Jammer
Ability 3 Descr       := Prevents use of Long Range scanners on this ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fleet Transmission Lense I
Description           := Lense which transfers power to other ships in the system.
Pic Num               := 1079
Tonnage Space Taken   := 100
Tonnage Structure     := 20
Cost Minerals         := 400
Cost Organics         := 50
Cost Radioactives     := 800
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26018
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystal Power Lenses
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Shield Modifier - System
Ability 1 Descr       := Increases shield strength of all ships in system by 10
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Damage Modifier - System
Ability 2 Descr       := Increases damage done by all weapons in system by 10%
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fleet Transmission Lense II
Description           := Lense which transfers power to other ships in the system.
Pic Num               := 1079
Tonnage Space Taken   := 90
Tonnage Structure     := 18
Cost Minerals         := 380
Cost Organics         := 48
Cost Radioactives     := 760
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26018
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystal Power Lenses
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Shield Modifier - System
Ability 1 Descr       := Increases shield strength of all ships in system by 13
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Ability 2 Type        := Damage Modifier - System
Ability 2 Descr       := Increases damage done by all weapons in system by 12%
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fleet Transmission Lense III
Description           := Lense which transfers power to other ships in the system.
Pic Num               := 1079
Tonnage Space Taken   := 81
Tonnage Structure     := 16
Cost Minerals         := 361
Cost Organics         := 45
Cost Radioactives     := 722
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26018
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystal Power Lenses
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Shield Modifier - System
Ability 1 Descr       := Increases shield strength of all ships in system by 17
Ability 1 Val 1       := 17
Ability 1 Val 2       := 0
Ability 2 Type        := Damage Modifier - System
Ability 2 Descr       := Increases damage done by all weapons in system by 14%
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fleet Transmission Lense IV
Description           := Lense which transfers power to other ships in the system.
Pic Num               := 1079
Tonnage Space Taken   := 73
Tonnage Structure     := 15
Cost Minerals         := 343
Cost Organics         := 43
Cost Radioactives     := 686
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26018
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystal Power Lenses
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Shield Modifier - System
Ability 1 Descr       := Increases shield strength of all ships in system by 22
Ability 1 Val 1       := 22
Ability 1 Val 2       := 0
Ability 2 Type        := Damage Modifier - System
Ability 2 Descr       := Increases damage done by all weapons in system by 17%
Ability 2 Val 1       := 17
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fleet Transmission Lense V
Description           := Lense which transfers power to other ships in the system.
Pic Num               := 1079
Tonnage Space Taken   := 66
Tonnage Structure     := 13
Cost Minerals         := 326
Cost Organics         := 41
Cost Radioactives     := 652
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26018
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystal Power Lenses
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Shield Modifier - System
Ability 1 Descr       := Increases shield strength of all ships in system by 29
Ability 1 Val 1       := 29
Ability 1 Val 2       := 0
Ability 2 Type        := Damage Modifier - System
Ability 2 Descr       := Increases damage done by all weapons in system by 21%
Ability 2 Val 1       := 21
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper I
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 50
Cost Radioactives     := 80
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper II
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 36
Tonnage Structure     := 27
Cost Minerals         := 270
Cost Organics         := 45
Cost Radioactives     := 72
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 2 mine per use.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper III
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 32
Tonnage Structure     := 24
Cost Minerals         := 243
Cost Organics         := 41
Cost Radioactives     := 65
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 3 mine per use.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper IV
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 29
Tonnage Structure     := 22
Cost Minerals         := 219
Cost Organics         := 36
Cost Radioactives     := 58
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 4 mine per use.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper V
Description           := Wide arc beams for detecting and destroying mines in space.
Pic Num               := 16
Tonnage Space Taken   := 26
Tonnage Structure     := 20
Cost Minerals         := 197
Cost Organics         := 33
Cost Radioactives     := 52
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 5 mine per use.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Astromech Droid I
Description           := Utility android for a ship
Pic Num               := 378
Tonnage Space Taken   := 20
Tonnage Structure     := 60
Cost Minerals         := 200
Cost Organics         := 10
Cost Radioactives     := 100
Vehicle Type          := Fighter
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,WeapPlatform
Vehicle List Type Description := Ships, Bases, Satelites, Fighters, Weapon Platforms
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 1
Tech Area Req 2       := Electronics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := AI Tag 03
Ability 1 Descr       := Astromech units can repair some of the damage done to their vessel, being equivalent of a higher resistance to damage.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Enhances targeting systems give a 5% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Extra sensors give a 5% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenarates 2 shields per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Astromech Droid II
Description           := Utility android for a ship
Pic Num               := 378
Tonnage Space Taken   := 18
Tonnage Structure     := 60
Cost Minerals         := 190
Cost Organics         := 10
Cost Radioactives     := 95
Vehicle Type          := Fighter
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,WeapPlatform
Vehicle List Type Description := Ships, Bases, Satelites, Fighters, Weapon Platforms
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26011
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 2
Tech Area Req 2       := Electronics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := AI Tag 03
Ability 1 Descr       := Astromech units can repair some of the damage done to their vessel, being equivalent of a higher resistance to damage.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Enhances targeting systems give a 8% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Extra sensors give a 8% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenarates 3 shields per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Astromech Droid III
Description           := Utility android for a ship
Pic Num               := 378
Tonnage Space Taken   := 16
Tonnage Structure     := 60
Cost Minerals         := 181
Cost Organics         := 9
Cost Radioactives     := 90
Vehicle Type          := Fighter
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,WeapPlatform
Vehicle List Type Description := Ships, Bases, Satelites, Fighters, Weapon Platforms
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26011
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 3
Tech Area Req 2       := Electronics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := AI Tag 03
Ability 1 Descr       := Astromech units can repair some of the damage done to their vessel, being equivalent of a higher resistance to damage.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Enhances targeting systems give a 13% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Extra sensors give a 13% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 13
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenarates 5 shields per turn.
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Astromech Droid IV
Description           := Utility android for a ship
Pic Num               := 378
Tonnage Space Taken   := 15
Tonnage Structure     := 60
Cost Minerals         := 171
Cost Organics         := 9
Cost Radioactives     := 86
Vehicle Type          := Fighter
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,WeapPlatform
Vehicle List Type Description := Ships, Bases, Satelites, Fighters, Weapon Platforms
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26011
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 4
Tech Area Req 2       := Electronics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := AI Tag 03
Ability 1 Descr       := Astromech units can repair some of the damage done to their vessel, being equivalent of a higher resistance to damage.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Enhances targeting systems give a 20% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Extra sensors give a 20% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenarates 7 shields per turn.
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Astromech Droid V
Description           := Utility android for a ship
Pic Num               := 378
Tonnage Space Taken   := 13
Tonnage Structure     := 60
Cost Minerals         := 163
Cost Organics         := 8
Cost Radioactives     := 81
Vehicle Type          := Fighter
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,WeapPlatform
Vehicle List Type Description := Ships, Bases, Satelites, Fighters, Weapon Platforms
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26011
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 5
Tech Area Req 2       := Electronics
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := AI Tag 03
Ability 1 Descr       := Astromech units can repair some of the damage done to their vessel, being equivalent of a higher resistance to damage.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Enhances targeting systems give a 33% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 33
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Extra sensors give a 33% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 33
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Regenarates 10 shields per turn.
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Holodeck I
Description           := Holographic recreational and training area
Pic Num               := 1160
Tonnage Space Taken   := 20
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 80
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Improves crew combat performance by 10%
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Training
Ability 3 Descr       := Ships in sector increase by 1% experience each turn up to 3%
Ability 3 Val 1       := 1
Ability 3 Val 2       := 3
Weapon Type           := None

Name                  := Holodeck II
Description           := Holographic recreational and training area
Pic Num               := 1160
Tonnage Space Taken   := 19
Tonnage Structure     := 5
Cost Minerals         := 285
Cost Organics         := 76
Cost Radioactives     := 190
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26015
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Improves crew combat performance by 11%
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Training
Ability 3 Descr       := Ships in sector increase by 1% experience each turn up to 4%
Ability 3 Val 1       := 1
Ability 3 Val 2       := 4
Weapon Type           := None

Name                  := Holodeck III
Description           := Holographic recreational and training area
Pic Num               := 1160
Tonnage Space Taken   := 18
Tonnage Structure     := 5
Cost Minerals         := 271
Cost Organics         := 72
Cost Radioactives     := 181
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26015
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Improves crew combat performance by 12%
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Training
Ability 3 Descr       := Ships in sector increase by 1% experience each turn up to 5%
Ability 3 Val 1       := 1
Ability 3 Val 2       := 5
Weapon Type           := None

Name                  := Holodeck IV
Description           := Holographic recreational and training area
Pic Num               := 1160
Tonnage Space Taken   := 17
Tonnage Structure     := 4
Cost Minerals         := 257
Cost Organics         := 69
Cost Radioactives     := 171
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26015
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Improves crew combat performance by 13%
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Training
Ability 3 Descr       := Ships in sector increase by 1% experience each turn up to 7%
Ability 3 Val 1       := 1
Ability 3 Val 2       := 7
Weapon Type           := None

Name                  := Holodeck V
Description           := Holographic recreational and training area
Pic Num               := 1160
Tonnage Space Taken   := 16
Tonnage Structure     := 4
Cost Minerals         := 244
Cost Organics         := 65
Cost Radioactives     := 163
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26015
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Improves crew combat performance by 15%
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := 
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Ship Training
Ability 3 Descr       := Ships in sector increase by 1% experience each turn up to 9%
Ability 3 Val 1       := 1
Ability 3 Val 2       := 9
Weapon Type           := None

Name                  := Medical Hologram I
Description           := Holographic doctor for auxiliary medical use
Pic Num               := 655
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 100
Cost Organics         := 50
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26016
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 1
Tech Area Req 2       := Medicine
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Hologram II
Description           := Holographic doctor for auxiliary medical use
Pic Num               := 655
Tonnage Space Taken   := 5
Tonnage Structure     := 3
Cost Minerals         := 95
Cost Organics         := 48
Cost Radioactives     := 95
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26016
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 2
Tech Area Req 2       := Medicine
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Hologram III
Description           := Holographic doctor for auxiliary medical use
Pic Num               := 655
Tonnage Space Taken   := 4
Tonnage Structure     := 2
Cost Minerals         := 90
Cost Organics         := 45
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26016
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 3
Tech Area Req 2       := Medicine
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Hologram IV
Description           := Holographic doctor for auxiliary medical use
Pic Num               := 655
Tonnage Space Taken   := 4
Tonnage Structure     := 2
Cost Minerals         := 86
Cost Organics         := 43
Cost Radioactives     := 86
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26016
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 4
Tech Area Req 2       := Medicine
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Hologram V
Description           := Holographic doctor for auxiliary medical use
Pic Num               := 655
Tonnage Space Taken   := 3
Tonnage Structure     := 2
Cost Minerals         := 81
Cost Organics         := 41
Cost Radioactives     := 81
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26016
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 5
Tech Area Req 2       := Medicine
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Crystal Capacitor I
Description           := Crystalline device that transmits energy from weapon hits into the shields.
Pic Num               := 179
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 50
Cost Organics         := 50
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26031
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystal Harmonics
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := External energy chanels are exposed to enemy fire.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Generates 100 shield points before being vaporized.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystal Capacitor II
Description           := Crystalline device that transmits energy from weapon hits into the shields.
Pic Num               := 179
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 45
Cost Organics         := 45
Cost Radioactives     := 180
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26031
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystal Harmonics
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := External energy chanels are exposed to enemy fire.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Generates 110 shield points before being vaporized.
Ability 2 Val 1       := 110
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystal Capacitor III
Description           := Crystalline device that transmits energy from weapon hits into the shields.
Pic Num               := 179
Tonnage Space Taken   := 9
Tonnage Structure     := 5
Cost Minerals         := 41
Cost Organics         := 41
Cost Radioactives     := 162
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26031
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystal Harmonics
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := External energy chanels are exposed to enemy fire.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Generates 121 shield points before being vaporized.
Ability 2 Val 1       := 121
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystal Capacitor IV
Description           := Crystalline device that transmits energy from weapon hits into the shields.
Pic Num               := 179
Tonnage Space Taken   := 9
Tonnage Structure     := 5
Cost Minerals         := 36
Cost Organics         := 36
Cost Radioactives     := 146
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26031
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystal Harmonics
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := External energy chanels are exposed to enemy fire.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Generates 133 shield points before being vaporized.
Ability 2 Val 1       := 133
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystal Capacitor V
Description           := Crystalline device that transmits energy from weapon hits into the shields.
Pic Num               := 179
Tonnage Space Taken   := 8
Tonnage Structure     := 5
Cost Minerals         := 33
Cost Organics         := 33
Cost Radioactives     := 131
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Electronics
Family                := 26031
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystal Harmonics
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := External energy chanels are exposed to enemy fire.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := Generates 146 shield points before being vaporized.
Ability 2 Val 1       := 146
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay I
Description           := Medical bay which can cure level 1 plagues.
Pic Num               := 17
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 200
Cost Radioactives     := 40
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medicine
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Modified Maintenance Cost
Ability 2 Descr       := Reduces ship maintenance cost by 2%
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay II
Description           := Medical bay which can cure level 1 plagues.
Pic Num               := 17
Tonnage Space Taken   := 27
Tonnage Structure     := 18
Cost Minerals         := 45
Cost Organics         := 180
Cost Radioactives     := 36
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medicine
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 2 plagues.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Modified Maintenance Cost
Ability 2 Descr       := Reduces ship maintenance cost by 2%
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay III
Description           := Medical bay which can cure level 1 plagues.
Pic Num               := 17
Tonnage Space Taken   := 24
Tonnage Structure     := 16
Cost Minerals         := 41
Cost Organics         := 162
Cost Radioactives     := 32
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medicine
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 3 plagues.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Modified Maintenance Cost
Ability 2 Descr       := Reduces ship maintenance cost by 3%
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay IV
Description           := Medical bay which can cure level 1 plagues.
Pic Num               := 17
Tonnage Space Taken   := 22
Tonnage Structure     := 15
Cost Minerals         := 36
Cost Organics         := 146
Cost Radioactives     := 29
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medicine
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 4 plagues.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Modified Maintenance Cost
Ability 2 Descr       := Reduces ship maintenance cost by 3%
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay V
Description           := Medical bay which can cure level 1 plagues.
Pic Num               := 17
Tonnage Space Taken   := 20
Tonnage Structure     := 13
Cost Minerals         := 33
Cost Organics         := 131
Cost Radioactives     := 26
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 23
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medicine
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 5 plagues.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Modified Maintenance Cost
Ability 2 Descr       := Reduces ship maintenance cost by 4%
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hydroponics Bay I
Description           := Specialized module allows a ship to generate some of its own supplies and a few surplus organics.
Pic Num               := 240
Tonnage Space Taken   := 30
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 100
Cost Radioactives     := 50
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 26035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Generate Points Organics
Ability 1 Descr       := Generates 10 organics per turn
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Modified Maintenance Cost
Ability 2 Descr       := Reduces ship maintenance cost by 5%
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hydroponics Bay II
Description           := Specialized module allows a ship to generate some of its own supplies and a few surplus organics.
Pic Num               := 240
Tonnage Space Taken   := 29
Tonnage Structure     := 10
Cost Minerals         := 225
Cost Organics         := 90
Cost Radioactives     := 45
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 26035
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Generate Points Organics
Ability 1 Descr       := Generates 11 organics per turn
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Modified Maintenance Cost
Ability 2 Descr       := Reduces ship maintenance cost by 6%
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hydroponics Bay III
Description           := Specialized module allows a ship to generate some of its own supplies and a few surplus organics.
Pic Num               := 240
Tonnage Space Taken   := 27
Tonnage Structure     := 9
Cost Minerals         := 203
Cost Organics         := 81
Cost Radioactives     := 41
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 26035
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Generate Points Organics
Ability 1 Descr       := Generates 12 organics per turn
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Modified Maintenance Cost
Ability 2 Descr       := Reduces ship maintenance cost by 6%
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hydroponics Bay IV
Description           := Specialized module allows a ship to generate some of its own supplies and a few surplus organics.
Pic Num               := 240
Tonnage Space Taken   := 26
Tonnage Structure     := 9
Cost Minerals         := 182
Cost Organics         := 73
Cost Radioactives     := 36
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 26035
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Generate Points Organics
Ability 1 Descr       := Generates 13 organics per turn
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Ability 2 Type        := Modified Maintenance Cost
Ability 2 Descr       := Reduces ship maintenance cost by 7%
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hydroponics Bay V
Description           := Specialized module allows a ship to generate some of its own supplies and a few surplus organics.
Pic Num               := 240
Tonnage Space Taken   := 24
Tonnage Structure     := 8
Cost Minerals         := 164
Cost Organics         := 66
Cost Radioactives     := 33
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 26035
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Generate Points Organics
Ability 1 Descr       := Generates 15 organics per turn
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Modified Maintenance Cost
Ability 2 Descr       := Reduces ship maintenance cost by 7%
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Medical Lab I
Description           := Space Medical lab which can cure plagues and provide medical research.
Pic Num               := 376
Tonnage Space Taken   := 50
Tonnage Structure     := 25
Cost Minerals         := 100
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 25037
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medicine
Tech Level Req 1      := 1
Tech Area Req 2       := Applied Research
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Provides 5 research points per turn
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Medical Lab II
Description           := Space Medical lab which can cure plagues and provide medical research.
Pic Num               := 376
Tonnage Space Taken   := 45
Tonnage Structure     := 23
Cost Minerals         := 90
Cost Organics         := 180
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 25037
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medicine
Tech Level Req 1      := 2
Tech Area Req 2       := Applied Research
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 2 plagues.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Provides 7 research points per turn
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Medical Lab III
Description           := Space Medical lab which can cure plagues and provide medical research.
Pic Num               := 376
Tonnage Space Taken   := 41
Tonnage Structure     := 20
Cost Minerals         := 81
Cost Organics         := 162
Cost Radioactives     := 81
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 25037
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medicine
Tech Level Req 1      := 3
Tech Area Req 2       := Applied Research
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 3 plagues.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Provides 8 research points per turn
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Medical Lab IV
Description           := Space Medical lab which can cure plagues and provide medical research.
Pic Num               := 376
Tonnage Space Taken   := 36
Tonnage Structure     := 18
Cost Minerals         := 73
Cost Organics         := 146
Cost Radioactives     := 73
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 25037
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medicine
Tech Level Req 1      := 4
Tech Area Req 2       := Applied Research
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 4 plagues.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Provides 11 research points per turn
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mobile Medical Lab V
Description           := Space Medical lab which can cure plagues and provide medical research.
Pic Num               := 376
Tonnage Space Taken   := 33
Tonnage Structure     := 16
Cost Minerals         := 66
Cost Organics         := 131
Cost Radioactives     := 66
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 25037
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medicine
Tech Level Req 1      := 5
Tech Area Req 2       := Applied Research
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 5 plagues.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Research
Ability 2 Descr       := Provides 14 research points per turn
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Backup Power Generator I
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle.
Pic Num               := 35
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 20
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Power Generation
Family                := 24
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 1
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 2000 supply when used.
Ability 1 Val 1       := 2000
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Backup Power Generator II
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle.
Pic Num               := 35
Tonnage Space Taken   := 30
Tonnage Structure     := 22
Cost Minerals         := 180
Cost Organics         := 18
Cost Radioactives     := 270
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Power Generation
Family                := 24
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 2
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 2200 supply when used.
Ability 1 Val 1       := 2200
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Backup Power Generator III
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle.
Pic Num               := 35
Tonnage Space Taken   := 30
Tonnage Structure     := 24
Cost Minerals         := 162
Cost Organics         := 16
Cost Radioactives     := 243
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Power Generation
Family                := 24
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 3
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 2420 supply when used.
Ability 1 Val 1       := 2420
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Backup Power Generator IV
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle.
Pic Num               := 35
Tonnage Space Taken   := 30
Tonnage Structure     := 27
Cost Minerals         := 146
Cost Organics         := 15
Cost Radioactives     := 219
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Power Generation
Family                := 24
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 4
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 2662 supply when used.
Ability 1 Val 1       := 2662
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Backup Power Generator V
Description           := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle.
Pic Num               := 35
Tonnage Space Taken   := 30
Tonnage Structure     := 29
Cost Minerals         := 131
Cost Organics         := 13
Cost Radioactives     := 197
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Power Generation
Family                := 24
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 5
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Emergency Resupply
Ability 1 Descr       := Generates 2928 supply when used.
Ability 1 Val 1       := 2928
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hyperspace Tap I
Description           := The hyperspace tap recieves power directly from the fabric of hyperspace.
Pic Num               := 479
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 9000
Cost Organics         := 5000
Cost Radioactives     := 10000
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyperspace Tap II
Description           := The hyperspace tap recieves power directly from the fabric of hyperspace.
Pic Num               := 479
Tonnage Space Taken   := 200
Tonnage Structure     := 110
Cost Minerals         := 8100
Cost Organics         := 4500
Cost Radioactives     := 9000
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25035
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 2
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyperspace Tap III
Description           := The hyperspace tap recieves power directly from the fabric of hyperspace.
Pic Num               := 479
Tonnage Space Taken   := 200
Tonnage Structure     := 121
Cost Minerals         := 7290
Cost Organics         := 4050
Cost Radioactives     := 8100
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25035
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 3
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyperspace Tap IV
Description           := The hyperspace tap recieves power directly from the fabric of hyperspace.
Pic Num               := 479
Tonnage Space Taken   := 200
Tonnage Structure     := 133
Cost Minerals         := 6561
Cost Organics         := 3645
Cost Radioactives     := 7290
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25035
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 4
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hyperspace Tap V
Description           := The hyperspace tap recieves power directly from the fabric of hyperspace.
Pic Num               := 479
Tonnage Space Taken   := 200
Tonnage Structure     := 146
Cost Minerals         := 5905
Cost Organics         := 3281
Cost Radioactives     := 6561
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25035
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 5
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor I
Description           := Self-perpetuating energy source. Ships with this reactor will not have to resupply.
Pic Num               := 37
Tonnage Space Taken   := 200
Tonnage Structure     := 140
Cost Minerals         := 10000
Cost Organics         := 5000
Cost Radioactives     := 10000
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Point Energy
Tech Level Req 1      := 3
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor II
Description           := Self-perpetuating energy source. Ships with this reactor will not have to resupply.
Pic Num               := 37
Tonnage Space Taken   := 200
Tonnage Structure     := 144
Cost Minerals         := 9000
Cost Organics         := 4500
Cost Radioactives     := 9000
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Point Energy
Tech Level Req 1      := 4
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Reactor III
Description           := Self-perpetuating energy source. Ships with this reactor will not have to resupply.
Pic Num               := 37
Tonnage Space Taken   := 200
Tonnage Structure     := 149
Cost Minerals         := 8100
Cost Organics         := 4050
Cost Radioactives     := 8100
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Power Generation
Family                := 25
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Point Energy
Tech Level Req 1      := 5
Tech Area Req 2       := Power Generation
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Quantum Reactor
Ability 1 Descr       := Generates limitless fuel.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Emissions Control System I
Description           := System that controls particle and radiation emissions making the vessel less detectable.
Pic Num               := 38
Tonnage Space Taken   := 20
Tonnage Structure     := 17
Cost Minerals         := 200
Cost Organics         := 20
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 26
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Emissions Control System II
Description           := System that controls particle and radiation emissions making the vessel less detectable.
Pic Num               := 38
Tonnage Space Taken   := 19
Tonnage Structure     := 16
Cost Minerals         := 180
Cost Organics         := 18
Cost Radioactives     := 90
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 26
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 2
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 12% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 12
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Emissions Control System III
Description           := System that controls particle and radiation emissions making the vessel less detectable.
Pic Num               := 38
Tonnage Space Taken   := 18
Tonnage Structure     := 15
Cost Minerals         := 162
Cost Organics         := 16
Cost Radioactives     := 81
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 26
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 13% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 13
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Emissions Control System IV
Description           := System that controls particle and radiation emissions making the vessel less detectable.
Pic Num               := 38
Tonnage Space Taken   := 17
Tonnage Structure     := 15
Cost Minerals         := 146
Cost Organics         := 15
Cost Radioactives     := 73
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 26
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Emissions Control System V
Description           := System that controls particle and radiation emissions making the vessel less detectable.
Pic Num               := 38
Tonnage Space Taken   := 16
Tonnage Structure     := 14
Cost Minerals         := 131
Cost Organics         := 13
Cost Radioactives     := 66
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 26
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 17% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 17
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := EM Cloaking Device I
Description           := Field generated around a starship which passes all electromagnetic energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 207
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 50
Cost Radioactives     := 500
Vehicle Type          := All
Supply Amount Used    := 100
Restrictions          := None
General Group         := Electronics
Family                := 25038
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 3
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := EM Cloaking Device II
Description           := Field generated around a starship which passes all electromagnetic energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 207
Tonnage Space Taken   := 38
Tonnage Structure     := 29
Cost Minerals         := 90
Cost Organics         := 45
Cost Radioactives     := 450
Vehicle Type          := All
Supply Amount Used    := 90
Restrictions          := None
General Group         := Electronics
Family                := 25038
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 4
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := EM Cloaking Device III
Description           := Field generated around a starship which passes all electromagnetic energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 207
Tonnage Space Taken   := 36
Tonnage Structure     := 27
Cost Minerals         := 81
Cost Organics         := 41
Cost Radioactives     := 405
Vehicle Type          := All
Supply Amount Used    := 81
Restrictions          := None
General Group         := Electronics
Family                := 25038
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 5
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := EM Cloaking Device IV
Description           := Field generated around a starship which passes all electromagnetic energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 207
Tonnage Space Taken   := 34
Tonnage Structure     := 26
Cost Minerals         := 73
Cost Organics         := 36
Cost Radioactives     := 365
Vehicle Type          := All
Supply Amount Used    := 73
Restrictions          := None
General Group         := Electronics
Family                := 25038
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 6
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := EM Cloaking Device V
Description           := Field generated around a starship which passes all electromagnetic energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num               := 207
Tonnage Space Taken   := 33
Tonnage Structure     := 24
Cost Minerals         := 66
Cost Organics         := 33
Cost Radioactives     := 328
Vehicle Type          := All
Supply Amount Used    := 66
Restrictions          := None
General Group         := Electronics
Family                := 25038
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 7
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Holographic Cloaking Device I
Description           := Holoprojectors around the ship disguise it as natural objects or other ships.
Pic Num               := 121
Tonnage Space Taken   := 20
Tonnage Structure     := 6
Cost Minerals         := 50
Cost Organics         := 50
Cost Radioactives     := 200
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Electronics
Family                := 26017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 3
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Holographic Cloaking Device II
Description           := Holoprojectors around the ship disguise it as natural objects or other ships.
Pic Num               := 121
Tonnage Space Taken   := 19
Tonnage Structure     := 6
Cost Minerals         := 45
Cost Organics         := 45
Cost Radioactives     := 180
Vehicle Type          := All
Supply Amount Used    := 45
Restrictions          := None
General Group         := Electronics
Family                := 26017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 4
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Weapon Type           := None

Name                  := Holographic Cloaking Device III
Description           := Holoprojectors around the ship disguise it as natural objects or other ships.
Pic Num               := 121
Tonnage Space Taken   := 18
Tonnage Structure     := 5
Cost Minerals         := 41
Cost Organics         := 41
Cost Radioactives     := 162
Vehicle Type          := All
Supply Amount Used    := 41
Restrictions          := None
General Group         := Electronics
Family                := 26017
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 5
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Weapon Type           := None

Name                  := Holographic Cloaking Device IV
Description           := Holoprojectors around the ship disguise it as natural objects or other ships.
Pic Num               := 121
Tonnage Space Taken   := 17
Tonnage Structure     := 5
Cost Minerals         := 36
Cost Organics         := 36
Cost Radioactives     := 146
Vehicle Type          := All
Supply Amount Used    := 36
Restrictions          := None
General Group         := Electronics
Family                := 26017
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 6
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Weapon Type           := None

Name                  := Holographic Cloaking Device V
Description           := Holoprojectors around the ship disguise it as natural objects or other ships.
Pic Num               := 121
Tonnage Space Taken   := 16
Tonnage Structure     := 5
Cost Minerals         := 33
Cost Organics         := 33
Cost Radioactives     := 131
Vehicle Type          := All
Supply Amount Used    := 33
Restrictions          := None
General Group         := Electronics
Family                := 26017
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 7
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Weapon Type           := None

Name                  := Gravitational Cloaking Device I
Description           := Gravitational Cloaking device warps gravity around the vehicle. This field has the effect of rendering the ship invisible.
Pic Num               := 210
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 75
Cost Radioactives     := 200
Vehicle Type          := All
Supply Amount Used    := 100
Restrictions          := None
General Group         := Electronics
Family                := 25039
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 1
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Gravitational scans.
Ability 3 Val 1       := Gravitic
Ability 3 Val 2       := 2
Weapon Type           := None

Name                  := Gravitational Cloaking Device II
Description           := Gravitational Cloaking device warps gravity around the vehicle. This field has the effect of rendering the ship invisible.
Pic Num               := 210
Tonnage Space Taken   := 38
Tonnage Structure     := 29
Cost Minerals         := 360
Cost Organics         := 68
Cost Radioactives     := 180
Vehicle Type          := All
Supply Amount Used    := 90
Restrictions          := None
General Group         := Electronics
Family                := 25039
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 2
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Gravitational scans.
Ability 3 Val 1       := Gravitic
Ability 3 Val 2       := 3
Weapon Type           := None

Name                  := Gravitational Cloaking Device III
Description           := Gravitational Cloaking device warps gravity around the vehicle. This field has the effect of rendering the ship invisible.
Pic Num               := 210
Tonnage Space Taken   := 36
Tonnage Structure     := 27
Cost Minerals         := 324
Cost Organics         := 61
Cost Radioactives     := 162
Vehicle Type          := All
Supply Amount Used    := 81
Restrictions          := None
General Group         := Electronics
Family                := 25039
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 3
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Gravitational scans.
Ability 3 Val 1       := Gravitic
Ability 3 Val 2       := 4
Weapon Type           := None

Name                  := Gravitational Cloaking Device IV
Description           := Gravitational Cloaking device warps gravity around the vehicle. This field has the effect of rendering the ship invisible.
Pic Num               := 210
Tonnage Space Taken   := 34
Tonnage Structure     := 26
Cost Minerals         := 292
Cost Organics         := 55
Cost Radioactives     := 146
Vehicle Type          := All
Supply Amount Used    := 73
Restrictions          := None
General Group         := Electronics
Family                := 25039
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 4
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Gravitational scans.
Ability 3 Val 1       := Gravitic
Ability 3 Val 2       := 5
Weapon Type           := None

Name                  := Gravitational Cloaking Device V
Description           := Gravitational Cloaking device warps gravity around the vehicle. This field has the effect of rendering the ship invisible.
Pic Num               := 210
Tonnage Space Taken   := 33
Tonnage Structure     := 24
Cost Minerals         := 262
Cost Organics         := 49
Cost Radioactives     := 131
Vehicle Type          := All
Supply Amount Used    := 66
Restrictions          := None
General Group         := Electronics
Family                := 25039
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 5
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 5 Gravitational scans.
Ability 3 Val 1       := Gravitic
Ability 3 Val 2       := 6
Weapon Type           := None

Name                  := Temporal Cloaking Device I
Description           := Temporal Cloaking device displaces vehicle in time. This field has the effect of rendering the ship invisible.
Pic Num               := 209
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 100
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 80
Restrictions          := None
General Group         := Electronics
Family                := 25040
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Temporal scans.
Ability 3 Val 1       := Temporal
Ability 3 Val 2       := 2
Weapon Type           := None

Name                  := Temporal Cloaking Device II
Description           := Temporal Cloaking device displaces vehicle in time. This field has the effect of rendering the ship invisible.
Pic Num               := 209
Tonnage Space Taken   := 48
Tonnage Structure     := 29
Cost Minerals         := 270
Cost Organics         := 90
Cost Radioactives     := 270
Vehicle Type          := All
Supply Amount Used    := 72
Restrictions          := None
General Group         := Electronics
Family                := 25040
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 2
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 2 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 2 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Temporal scans.
Ability 3 Val 1       := Temporal
Ability 3 Val 2       := 3
Weapon Type           := None

Name                  := Temporal Cloaking Device III
Description           := Temporal Cloaking device displaces vehicle in time. This field has the effect of rendering the ship invisible.
Pic Num               := 209
Tonnage Space Taken   := 45
Tonnage Structure     := 27
Cost Minerals         := 243
Cost Organics         := 81
Cost Radioactives     := 243
Vehicle Type          := All
Supply Amount Used    := 65
Restrictions          := None
General Group         := Electronics
Family                := 25040
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 3
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Temporal scans.
Ability 3 Val 1       := Temporal
Ability 3 Val 2       := 4
Weapon Type           := None

Name                  := Temporal Cloaking Device IV
Description           := Temporal Cloaking device displaces vehicle in time. This field has the effect of rendering the ship invisible.
Pic Num               := 209
Tonnage Space Taken   := 43
Tonnage Structure     := 26
Cost Minerals         := 219
Cost Organics         := 73
Cost Radioactives     := 219
Vehicle Type          := All
Supply Amount Used    := 58
Restrictions          := None
General Group         := Electronics
Family                := 25040
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 4
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 4 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 4 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Temporal scans.
Ability 3 Val 1       := Temporal
Ability 3 Val 2       := 5
Weapon Type           := None

Name                  := Temporal Cloaking Device V
Description           := Temporal Cloaking device displaces vehicle in time. This field has the effect of rendering the ship invisible.
Pic Num               := 209
Tonnage Space Taken   := 41
Tonnage Structure     := 24
Cost Minerals         := 197
Cost Organics         := 66
Cost Radioactives     := 197
Vehicle Type          := All
Supply Amount Used    := 52
Restrictions          := None
General Group         := Electronics
Family                := 25040
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Stealth Technology
Tech Level Req 1      := 5
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 5 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 5 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 5 Temporal scans.
Ability 3 Val 1       := Temporal
Ability 3 Val 2       := 6
Weapon Type           := None

Name                  := Psychic Cloaking Device I
Description           := Psychic Cloaking device clouds minds. This field has the effect of rendering the ship invisible.
Pic Num               := 208
Tonnage Space Taken   := 20
Tonnage Structure     := 18
Cost Minerals         := 200
Cost Organics         := 80
Cost Radioactives     := 400
Vehicle Type          := All
Supply Amount Used    := 20
Restrictions          := None
General Group         := Electronics
Family                := 25041
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 1
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 2
Weapon Type           := None

Name                  := Psychic Cloaking Device II
Description           := Psychic Cloaking device clouds minds. This field has the effect of rendering the ship invisible.
Pic Num               := 208
Tonnage Space Taken   := 19
Tonnage Structure     := 17
Cost Minerals         := 190
Cost Organics         := 76
Cost Radioactives     := 380
Vehicle Type          := All
Supply Amount Used    := 20
Restrictions          := None
General Group         := Electronics
Family                := 25041
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 2
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Weapon Type           := None

Name                  := Psychic Cloaking Device III
Description           := Psychic Cloaking device clouds minds. This field has the effect of rendering the ship invisible.
Pic Num               := 208
Tonnage Space Taken   := 18
Tonnage Structure     := 16
Cost Minerals         := 181
Cost Organics         := 72
Cost Radioactives     := 361
Vehicle Type          := All
Supply Amount Used    := 19
Restrictions          := None
General Group         := Electronics
Family                := 25041
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 3
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Weapon Type           := None

Name                  := Psychic Cloaking Device IV
Description           := Psychic Cloaking device clouds minds. This field has the effect of rendering the ship invisible.
Pic Num               := 208
Tonnage Space Taken   := 17
Tonnage Structure     := 15
Cost Minerals         := 171
Cost Organics         := 69
Cost Radioactives     := 343
Vehicle Type          := All
Supply Amount Used    := 19
Restrictions          := None
General Group         := Electronics
Family                := 25041
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 4
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Weapon Type           := None

Name                  := Psychic Cloaking Device V
Description           := Psychic Cloaking device clouds minds. This field has the effect of rendering the ship invisible.
Pic Num               := 208
Tonnage Space Taken   := 16
Tonnage Structure     := 15
Cost Minerals         := 163
Cost Organics         := 65
Cost Radioactives     := 326
Vehicle Type          := All
Supply Amount Used    := 18
Restrictions          := None
General Group         := Electronics
Family                := 25041
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 5
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 5 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 6
Weapon Type           := None

Name                  := Hyperspace Cloaking Device I
Description           := This field has the effect of rendering the ship invisible to all scans.
Pic Num               := 294
Tonnage Space Taken   := 40
Tonnage Structure     := 26
Cost Minerals         := 300
Cost Organics         := 180
Cost Radioactives     := 500
Vehicle Type          := All
Supply Amount Used    := 40
Restrictions          := None
General Group         := Electronics
Family                := 26034
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents all level 1 scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := 
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Ability 3 Type        := Cloak Level
Ability 3 Descr       := 
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := 
Ability 4 Val 1       := Temporal
Ability 4 Val 2       := 2
Ability 5 Type        := Cloak Level
Ability 5 Descr       := 
Ability 5 Val 1       := Gravitic
Ability 5 Val 2       := 2
Weapon Type           := None

Name                  := Hyperspace Cloaking Device II
Description           := This field has the effect of rendering the ship invisible to all scans.
Pic Num               := 294
Tonnage Space Taken   := 38
Tonnage Structure     := 25
Cost Minerals         := 285
Cost Organics         := 171
Cost Radioactives     := 475
Vehicle Type          := All
Supply Amount Used    := 39
Restrictions          := None
General Group         := Electronics
Family                := 26034
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 2
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents all level 2 scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Ability 2 Type        := Cloak Level
Ability 2 Descr       := 
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 3
Ability 3 Type        := Cloak Level
Ability 3 Descr       := 
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := 
Ability 4 Val 1       := Temporal
Ability 4 Val 2       := 3
Ability 5 Type        := Cloak Level
Ability 5 Descr       := 
Ability 5 Val 1       := Gravitic
Ability 5 Val 2       := 3
Weapon Type           := None

Name                  := Hyperspace Cloaking Device III
Description           := This field has the effect of rendering the ship invisible to all scans.
Pic Num               := 294
Tonnage Space Taken   := 36
Tonnage Structure     := 23
Cost Minerals         := 271
Cost Organics         := 162
Cost Radioactives     := 451
Vehicle Type          := All
Supply Amount Used    := 38
Restrictions          := None
General Group         := Electronics
Family                := 26034
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 3
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents all level 3 scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := 
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := 
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := 
Ability 4 Val 1       := Temporal
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := 
Ability 5 Val 1       := Gravitic
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Hyperspace Cloaking Device IV
Description           := This field has the effect of rendering the ship invisible to all scans.
Pic Num               := 294
Tonnage Space Taken   := 34
Tonnage Structure     := 22
Cost Minerals         := 257
Cost Organics         := 154
Cost Radioactives     := 429
Vehicle Type          := All
Supply Amount Used    := 38
Restrictions          := None
General Group         := Electronics
Family                := 26034
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 4
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents all level 4 scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Ability 2 Type        := Cloak Level
Ability 2 Descr       := 
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 5
Ability 3 Type        := Cloak Level
Ability 3 Descr       := 
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := 
Ability 4 Val 1       := Temporal
Ability 4 Val 2       := 5
Ability 5 Type        := Cloak Level
Ability 5 Descr       := 
Ability 5 Val 1       := Gravitic
Ability 5 Val 2       := 5
Weapon Type           := None

Name                  := Hyperspace Cloaking Device V
Description           := This field has the effect of rendering the ship invisible to all scans.
Pic Num               := 294
Tonnage Space Taken   := 33
Tonnage Structure     := 21
Cost Minerals         := 244
Cost Organics         := 147
Cost Radioactives     := 407
Vehicle Type          := All
Supply Amount Used    := 37
Restrictions          := None
General Group         := Electronics
Family                := 26034
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Hyperspace Physics
Tech Level Req 1      := 5
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents all level 5 scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Ability 2 Type        := Cloak Level
Ability 2 Descr       := 
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 6
Ability 3 Type        := Cloak Level
Ability 3 Descr       := 
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 6
Ability 4 Type        := Cloak Level
Ability 4 Descr       := 
Ability 4 Val 1       := Temporal
Ability 4 Val 2       := 6
Ability 5 Type        := Cloak Level
Ability 5 Descr       := 
Ability 5 Val 1       := Gravitic
Ability 5 Val 2       := 6
Weapon Type           := None

Name                  := Tachyon Sensors I
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 10
Cost Radioactives     := 500
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 27
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 4
Tech Area Req 2       := Sensors
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 2.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Tachyon Sensors II
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 32
Tonnage Structure     := 24
Cost Minerals         := 143
Cost Organics         := 10
Cost Radioactives     := 475
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 27
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 5
Tech Area Req 2       := Sensors
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 3.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Tachyon Sensors III
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 26
Tonnage Structure     := 19
Cost Minerals         := 135
Cost Organics         := 9
Cost Radioactives     := 451
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 27
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 6
Tech Area Req 2       := Sensors
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 4.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Tachyon Sensors IV
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 20
Tonnage Structure     := 15
Cost Minerals         := 129
Cost Organics         := 9
Cost Radioactives     := 429
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 27
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 7
Tech Area Req 2       := Sensors
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 5.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Tachyon Sensors V
Description           := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num               := 39
Tonnage Space Taken   := 16
Tonnage Structure     := 12
Cost Minerals         := 122
Cost Organics         := 8
Cost Radioactives     := 407
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 27
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 8
Tech Area Req 2       := Sensors
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 6.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Self Destruct Device I
Description           := Computer controlled device which overloads a ship's power system, destroying it. This will be used automatically if a ship is successfully boarded, destroying both your ship and the attacking ship.
Pic Num               := 1161
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 25
Cost Radioactives     := 150
Vehicle Type          := All
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,Mine,Drone
Vehicle List Type Description := All but Weapon Platforms or Troops
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 28
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Military Science
Tech Level Req 1      := 1
Tech Area Req 2       := Computers
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Self-Destruct
Ability 1 Descr       := Vehicle can self-destruct when needed.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Self Destruct Device II
Description           := Computer controlled device which overloads a ship's power system, destroying it. This will be used automatically if a ship is successfully boarded, destroying both your ship and the attacking ship.
Pic Num               := 1161
Tonnage Space Taken   := 32
Tonnage Structure     := 18
Cost Minerals         := 450
Cost Organics         := 23
Cost Radioactives     := 135
Vehicle Type          := All
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,Mine,Drone
Vehicle List Type Description := All but Weapon Platforms or Troops
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 28
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Military Science
Tech Level Req 1      := 2
Tech Area Req 2       := Computers
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Self-Destruct
Ability 1 Descr       := Vehicle can self-destruct when needed.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Self Destruct Device III
Description           := Computer controlled device which overloads a ship's power system, destroying it. This will be used automatically if a ship is successfully boarded, destroying both your ship and the attacking ship.
Pic Num               := 1161
Tonnage Space Taken   := 26
Tonnage Structure     := 16
Cost Minerals         := 405
Cost Organics         := 20
Cost Radioactives     := 122
Vehicle Type          := All
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,Mine,Drone
Vehicle List Type Description := All but Weapon Platforms or Troops
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 28
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Military Science
Tech Level Req 1      := 3
Tech Area Req 2       := Computers
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Self-Destruct
Ability 1 Descr       := Vehicle can self-destruct when needed.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Self Destruct Device IV
Description           := Computer controlled device which overloads a ship's power system, destroying it. This will be used automatically if a ship is successfully boarded, destroying both your ship and the attacking ship.
Pic Num               := 1161
Tonnage Space Taken   := 20
Tonnage Structure     := 15
Cost Minerals         := 365
Cost Organics         := 18
Cost Radioactives     := 109
Vehicle Type          := All
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,Mine,Drone
Vehicle List Type Description := All but Weapon Platforms or Troops
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 28
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Military Science
Tech Level Req 1      := 4
Tech Area Req 2       := Computers
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Self-Destruct
Ability 1 Descr       := Vehicle can self-destruct when needed.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Self Destruct Device V
Description           := Computer controlled device which overloads a ship's power system, destroying it. This will be used automatically if a ship is successfully boarded, destroying both your ship and the attacking ship.
Pic Num               := 1161
Tonnage Space Taken   := 16
Tonnage Structure     := 13
Cost Minerals         := 328
Cost Organics         := 16
Cost Radioactives     := 98
Vehicle Type          := All
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,Mine,Drone
Vehicle List Type Description := All but Weapon Platforms or Troops
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 28
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Military Science
Tech Level Req 1      := 5
Tech Area Req 2       := Computers
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Self-Destruct
Ability 1 Descr       := Vehicle can self-destruct when needed.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Bay I
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 1 satellite can be launched per combat turn and 4 satellites can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 80kT worth of cargo space.
Ability 2 Val 1       := 80
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Bay II
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 1 satellite can be launched per combat turn and 4 satellites can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 112kT worth of cargo space.
Ability 2 Val 1       := 112
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Bay III
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 81
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 1 satellite can be launched per combat turn and 4 satellites can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 157kT worth of cargo space.
Ability 2 Val 1       := 157
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Bay IV
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 73
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 1 satellite can be launched per combat turn and 4 satellites can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 220kT worth of cargo space.
Ability 2 Val 1       := 220
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Bay V
Description           := Lays and recovers satellites in space.
Pic Num               := 127
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 66
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover satellites from space. 1 satellite can be launched per combat turn and 4 satellites can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 307kT worth of cargo space.
Ability 2 Val 1       := 307
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Defense Platform Deployer I
Description           := Lays and recovers defense platforms and satellites in space.
Pic Num               := 1684
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 600
Cost Organics         := 70
Cost Radioactives     := 200
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Orbital Defense Platforms
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover defense platforms and satellites from space. 1 can be launched per combat turn and 1 can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 400kT worth of cargo space.
Ability 2 Val 1       := 400
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Defense Platform Deployer II
Description           := Lays and recovers defense platforms and satellites in space.
Pic Num               := 1684
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 540
Cost Organics         := 63
Cost Radioactives     := 180
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Orbital Defense Platforms
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover defense platforms and satellites from space. 1 can be launched per combat turn and 1 can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 560kT worth of cargo space.
Ability 2 Val 1       := 560
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Defense Platform Deployer III
Description           := Lays and recovers defense platforms and satellites in space.
Pic Num               := 1684
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 486
Cost Organics         := 57
Cost Radioactives     := 162
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Orbital Defense Platforms
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover defense platforms and satellites from space. 1 can be launched per combat turn and 1 can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 784kT worth of cargo space.
Ability 2 Val 1       := 784
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Defense Platform Deployer IV
Description           := Lays and recovers defense platforms and satellites in space.
Pic Num               := 1684
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 437
Cost Organics         := 51
Cost Radioactives     := 146
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Orbital Defense Platforms
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover defense platforms and satellites from space. 1 can be launched per combat turn and 1 can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 1098kT worth of cargo space.
Ability 2 Val 1       := 1098
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Defense Platform Deployer V
Description           := Lays and recovers defense platforms and satellites in space.
Pic Num               := 1684
Tonnage Space Taken   := 100
Tonnage Structure     := 70
Cost Minerals         := 394
Cost Organics         := 46
Cost Radioactives     := 131
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 29
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Orbital Defense Platforms
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := Can launch and recover defense platforms and satellites from space. 1 can be launched per combat turn and 1 can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 1537kT worth of cargo space.
Ability 2 Val 1       := 1537
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Deployment Arm I
Description           := Robotic deployment arm launches and recovers several types of units in space.
Pic Num               := 1139
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 2
Cost Radioactives     := 2
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25042
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Robotics
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := 1 unit can be launched per combat turn and 4 units can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Launch/Recover Fighters
Ability 2 Descr       := 
Ability 2 Val 1       := 1
Ability 2 Val 2       := 4
Ability 3 Type        := Launch Drones
Ability 3 Descr       := 
Ability 3 Val 1       := 1
Ability 3 Val 2       := 4
Ability 4 Type        := Lay Mines
Ability 4 Descr       := 
Ability 4 Val 1       := 1
Ability 4 Val 2       := 4
Weapon Type           := None

Name                  := Deployment Arm II
Description           := Robotic deployment arm launches and recovers several types of units in space.
Pic Num               := 1139
Tonnage Space Taken   := 18
Tonnage Structure     := 9
Cost Minerals         := 180
Cost Organics         := 2
Cost Radioactives     := 2
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25042
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Robotics
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := 1 unit can be launched per combat turn and 4 units can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Launch/Recover Fighters
Ability 2 Descr       := 
Ability 2 Val 1       := 1
Ability 2 Val 2       := 4
Ability 3 Type        := Launch Drones
Ability 3 Descr       := 
Ability 3 Val 1       := 1
Ability 3 Val 2       := 4
Ability 4 Type        := Lay Mines
Ability 4 Descr       := 
Ability 4 Val 1       := 1
Ability 4 Val 2       := 4
Weapon Type           := None

Name                  := Deployment Arm III
Description           := Robotic deployment arm launches and recovers several types of units in space.
Pic Num               := 1139
Tonnage Space Taken   := 16
Tonnage Structure     := 8
Cost Minerals         := 162
Cost Organics         := 2
Cost Radioactives     := 2
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25042
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Robotics
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := 1 unit can be launched per combat turn and 4 units can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Launch/Recover Fighters
Ability 2 Descr       := 
Ability 2 Val 1       := 1
Ability 2 Val 2       := 4
Ability 3 Type        := Launch Drones
Ability 3 Descr       := 
Ability 3 Val 1       := 1
Ability 3 Val 2       := 4
Ability 4 Type        := Lay Mines
Ability 4 Descr       := 
Ability 4 Val 1       := 1
Ability 4 Val 2       := 4
Weapon Type           := None

Name                  := Deployment Arm IV
Description           := Robotic deployment arm launches and recovers several types of units in space.
Pic Num               := 1139
Tonnage Space Taken   := 15
Tonnage Structure     := 7
Cost Minerals         := 146
Cost Organics         := 1
Cost Radioactives     := 1
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25042
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Robotics
Tech Level Req 1      := 4
Number of Abilities   := 4
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := 1 unit can be launched per combat turn and 4 units can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Launch/Recover Fighters
Ability 2 Descr       := 
Ability 2 Val 1       := 1
Ability 2 Val 2       := 4
Ability 3 Type        := Launch Drones
Ability 3 Descr       := 
Ability 3 Val 1       := 1
Ability 3 Val 2       := 4
Ability 4 Type        := Lay Mines
Ability 4 Descr       := 
Ability 4 Val 1       := 1
Ability 4 Val 2       := 4
Weapon Type           := None

Name                  := Deployment Arm V
Description           := Robotic deployment arm launches and recovers several types of units in space.
Pic Num               := 1139
Tonnage Space Taken   := 13
Tonnage Structure     := 7
Cost Minerals         := 131
Cost Organics         := 1
Cost Radioactives     := 1
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25042
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Robotics
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := 1 unit can be launched per combat turn and 4 units can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Launch/Recover Fighters
Ability 2 Descr       := 
Ability 2 Val 1       := 1
Ability 2 Val 2       := 4
Ability 3 Type        := Launch Drones
Ability 3 Descr       := 
Ability 3 Val 1       := 1
Ability 3 Val 2       := 4
Ability 4 Type        := Lay Mines
Ability 4 Descr       := 
Ability 4 Val 1       := 1
Ability 4 Val 2       := 4
Weapon Type           := None

Name                  := Launch Bay I
Description           := Launches and recovers several types of units in space.
Pic Num               := 332
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 2
Cost Radioactives     := 2
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25043
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shuttles
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := 1 unit can be launched per combat turn and 4 units can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 80kT worth of cargo space.
Ability 2 Val 1       := 80
Ability 2 Val 2       := 0
Ability 3 Type        := Launch/Recover Fighters
Ability 3 Descr       := 
Ability 3 Val 1       := 1
Ability 3 Val 2       := 4
Ability 4 Type        := Launch Drones
Ability 4 Descr       := 
Ability 4 Val 1       := 1
Ability 4 Val 2       := 4
Ability 5 Type        := Lay Mines
Ability 5 Descr       := 
Ability 5 Val 1       := 1
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Launch Bay II
Description           := Launches and recovers several types of units in space.
Pic Num               := 332
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 180
Cost Organics         := 2
Cost Radioactives     := 2
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25043
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shuttles
Tech Level Req 1      := 2
Number of Abilities   := 5
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := 1 unit can be launched per combat turn and 4 units can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 112kT worth of cargo space.
Ability 2 Val 1       := 112
Ability 2 Val 2       := 0
Ability 3 Type        := Launch/Recover Fighters
Ability 3 Descr       := 
Ability 3 Val 1       := 1
Ability 3 Val 2       := 4
Ability 4 Type        := Launch Drones
Ability 4 Descr       := 
Ability 4 Val 1       := 1
Ability 4 Val 2       := 4
Ability 5 Type        := Lay Mines
Ability 5 Descr       := 
Ability 5 Val 1       := 1
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Launch Bay III
Description           := Launches and recovers several types of units in space.
Pic Num               := 332
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 162
Cost Organics         := 2
Cost Radioactives     := 2
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25043
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shuttles
Tech Level Req 1      := 3
Number of Abilities   := 5
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := 1 unit can be launched per combat turn and 4 units can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 157kT worth of cargo space.
Ability 2 Val 1       := 157
Ability 2 Val 2       := 0
Ability 3 Type        := Launch/Recover Fighters
Ability 3 Descr       := 
Ability 3 Val 1       := 1
Ability 3 Val 2       := 4
Ability 4 Type        := Launch Drones
Ability 4 Descr       := 
Ability 4 Val 1       := 1
Ability 4 Val 2       := 4
Ability 5 Type        := Lay Mines
Ability 5 Descr       := 
Ability 5 Val 1       := 1
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Launch Bay IV
Description           := Launches and recovers several types of units in space.
Pic Num               := 332
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 146
Cost Organics         := 1
Cost Radioactives     := 1
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25043
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shuttles
Tech Level Req 1      := 4
Number of Abilities   := 5
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := 1 unit can be launched per combat turn and 4 units can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 220kT worth of cargo space.
Ability 2 Val 1       := 220
Ability 2 Val 2       := 0
Ability 3 Type        := Launch/Recover Fighters
Ability 3 Descr       := 
Ability 3 Val 1       := 1
Ability 3 Val 2       := 4
Ability 4 Type        := Launch Drones
Ability 4 Descr       := 
Ability 4 Val 1       := 1
Ability 4 Val 2       := 4
Ability 5 Type        := Lay Mines
Ability 5 Descr       := 
Ability 5 Val 1       := 1
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Launch Bay V
Description           := Launches and recovers several types of units in space.
Pic Num               := 332
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 131
Cost Organics         := 1
Cost Radioactives     := 1
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25043
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shuttles
Tech Level Req 1      := 5
Number of Abilities   := 5
Ability 1 Type        := Launch/Recover Satellites
Ability 1 Descr       := 1 unit can be launched per combat turn and 4 units can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 307kT worth of cargo space.
Ability 2 Val 1       := 307
Ability 2 Val 2       := 0
Ability 3 Type        := Launch/Recover Fighters
Ability 3 Descr       := 
Ability 3 Val 1       := 1
Ability 3 Val 2       := 4
Ability 4 Type        := Launch Drones
Ability 4 Descr       := 
Ability 4 Val 1       := 1
Ability 4 Val 2       := 4
Ability 5 Type        := Lay Mines
Ability 5 Descr       := 
Ability 5 Val 1       := 1
Ability 5 Val 2       := 4
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 243
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 100
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 1
Tech Area Req 2       := Minerals Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 243
Tonnage Space Taken   := 90
Tonnage Structure     := 45
Cost Minerals         := 900
Cost Organics         := 90
Cost Radioactives     := 180
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 90
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 2
Tech Area Req 2       := Minerals Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 780 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 780
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 243
Tonnage Space Taken   := 81
Tonnage Structure     := 41
Cost Minerals         := 810
Cost Organics         := 81
Cost Radioactives     := 162
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 81
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 3
Tech Area Req 2       := Minerals Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 1014 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 1014
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners IV
Description           := Small autonomous robots which can mine asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 243
Tonnage Space Taken   := 73
Tonnage Structure     := 36
Cost Minerals         := 729
Cost Organics         := 73
Cost Radioactives     := 146
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 73
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 4
Tech Area Req 2       := Minerals Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 1318 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 1318
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners V
Description           := Small autonomous robots which can mine asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 243
Tonnage Space Taken   := 66
Tonnage Structure     := 33
Cost Minerals         := 656
Cost Organics         := 66
Cost Radioactives     := 131
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 66
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 5
Tech Area Req 2       := Minerals Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 1714 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 1714
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 242
Tonnage Space Taken   := 90
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 100
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 1
Tech Area Req 2       := Organics Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 242
Tonnage Space Taken   := 81
Tonnage Structure     := 45
Cost Minerals         := 360
Cost Organics         := 90
Cost Radioactives     := 180
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 90
Restrictions          := None
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 2
Tech Area Req 2       := Organics Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 780 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 780
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 242
Tonnage Space Taken   := 73
Tonnage Structure     := 41
Cost Minerals         := 324
Cost Organics         := 81
Cost Radioactives     := 162
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 81
Restrictions          := None
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 3
Tech Area Req 2       := Organics Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 1014 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 1014
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers IV
Description           := Small autonomous robots which can farm asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 242
Tonnage Space Taken   := 66
Tonnage Structure     := 36
Cost Minerals         := 292
Cost Organics         := 73
Cost Radioactives     := 146
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 73
Restrictions          := None
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 4
Tech Area Req 2       := Organics Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 1318 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 1318
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers V
Description           := Small autonomous robots which can farm asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 242
Tonnage Space Taken   := 59
Tonnage Structure     := 33
Cost Minerals         := 262
Cost Organics         := 66
Cost Radioactives     := 131
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 66
Restrictions          := None
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 5
Tech Area Req 2       := Organics Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 1714 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 1714
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 241
Tonnage Space Taken   := 120
Tonnage Structure     := 70
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 1
Tech Area Req 2       := Radioactives Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 241
Tonnage Space Taken   := 108
Tonnage Structure     := 63
Cost Minerals         := 450
Cost Organics         := 90
Cost Radioactives     := 225
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 90
Restrictions          := None
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 2
Tech Area Req 2       := Radioactives Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 780 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 780
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 241
Tonnage Space Taken   := 97
Tonnage Structure     := 57
Cost Minerals         := 405
Cost Organics         := 81
Cost Radioactives     := 203
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 81
Restrictions          := None
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 3
Tech Area Req 2       := Radioactives Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 1014 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 1014
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors IV
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 241
Tonnage Space Taken   := 87
Tonnage Structure     := 51
Cost Minerals         := 365
Cost Organics         := 73
Cost Radioactives     := 182
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 73
Restrictions          := None
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 4
Tech Area Req 2       := Radioactives Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 1318 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 1318
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors V
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 241
Tonnage Space Taken   := 79
Tonnage Structure     := 46
Cost Minerals         := 328
Cost Organics         := 66
Cost Radioactives     := 164
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 66
Restrictions          := None
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 5
Tech Area Req 2       := Radioactives Extraction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 1714 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 1714
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Carapace Armor I
Description           := Light protective armor used to protect a ship from physical damage. Easily flayed off in layers, but quickly regenerates.
Pic Num               := 1626
Tonnage Space Taken   := 1
Tonnage Structure     := 10
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 1
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 1 point of damage per combat turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Carapace Armor II
Description           := Light protective armor used to protect a ship from physical damage. Easily flayed off in layers, but quickly regenerates.
Pic Num               := 1626
Tonnage Space Taken   := 1
Tonnage Structure     := 11
Cost Minerals         := 0
Cost Organics         := 19
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 2
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 2 points of damage per combat turn.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Carapace Armor III
Description           := Light protective armor used to protect a ship from physical damage. Easily flayed off in layers, but quickly regenerates.
Pic Num               := 1626
Tonnage Space Taken   := 1
Tonnage Structure     := 12
Cost Minerals         := 0
Cost Organics         := 18
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 3
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 3 points of damage per combat turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Carapace Armor IV
Description           := Light protective armor used to protect a ship from physical damage. Easily flayed off in layers, but quickly regenerates.
Pic Num               := 1626
Tonnage Space Taken   := 1
Tonnage Structure     := 13
Cost Minerals         := 0
Cost Organics         := 17
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 4
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 4 points of damage per combat turn.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Carapace Armor V
Description           := Light protective armor used to protect a ship from physical damage. Easily flayed off in layers, but quickly regenerates.
Pic Num               := 1626
Tonnage Space Taken   := 1
Tonnage Structure     := 15
Cost Minerals         := 0
Cost Organics         := 16
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 5
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 5 points of damage per combat turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Carapace Armor VI
Description           := Light protective armor used to protect a ship from physical damage. Easily flayed off in layers, but quickly regenerates.
Pic Num               := 1626
Tonnage Space Taken   := 1
Tonnage Structure     := 16
Cost Minerals         := 0
Cost Organics         := 15
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 6
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 6 points of damage per combat turn.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Carapace Armor VII
Description           := Light protective armor used to protect a ship from physical damage. Easily flayed off in layers, but quickly regenerates.
Pic Num               := 1626
Tonnage Space Taken   := 1
Tonnage Structure     := 18
Cost Minerals         := 0
Cost Organics         := 15
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 7
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 7 points of damage per combat turn.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Carapace Armor VIII
Description           := Light protective armor used to protect a ship from physical damage. Easily flayed off in layers, but quickly regenerates.
Pic Num               := 1626
Tonnage Space Taken   := 1
Tonnage Structure     := 19
Cost Minerals         := 0
Cost Organics         := 14
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 8
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 8 points of damage per combat turn.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Carapace Armor IX
Description           := Light protective armor used to protect a ship from physical damage. Easily flayed off in layers, but quickly regenerates.
Pic Num               := 1626
Tonnage Space Taken   := 1
Tonnage Structure     := 21
Cost Minerals         := 0
Cost Organics         := 13
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 9
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 9 points of damage per combat turn.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Carapace Armor X
Description           := Light protective armor used to protect a ship from physical damage. Easily flayed off in layers, but quickly regenerates.
Pic Num               := 1626
Tonnage Space Taken   := 1
Tonnage Structure     := 24
Cost Minerals         := 0
Cost Organics         := 13
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 6101
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 10
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor Regeneration
Ability 1 Descr       := Regenerates 10 points of damage per combat turn.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Armor
Ability 2 Descr       := Is damaged before any other components on a ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organic Armor I
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 30
Tonnage Structure     := 100
Cost Minerals         := 0
Cost Organics         := 70
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 3
Tech Area Req 2       := Armor
Tech Level Req 2      := 2
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 20 points of damage per combat turn.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organic Armor II
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 30
Tonnage Structure     := 110
Cost Minerals         := 0
Cost Organics         := 67
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 4
Tech Area Req 2       := Armor
Tech Level Req 2      := 2
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 24 points of damage per combat turn.
Ability 2 Val 1       := 24
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organic Armor III
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 30
Tonnage Structure     := 121
Cost Minerals         := 0
Cost Organics         := 63
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 5
Tech Area Req 2       := Armor
Tech Level Req 2      := 2
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 29 points of damage per combat turn.
Ability 2 Val 1       := 29
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organic Armor IV
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 30
Tonnage Structure     := 133
Cost Minerals         := 0
Cost Organics         := 60
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 6
Tech Area Req 2       := Armor
Tech Level Req 2      := 2
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 35 points of damage per combat turn.
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Organic Armor V
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 195
Tonnage Space Taken   := 30
Tonnage Structure     := 146
Cost Minerals         := 0
Cost Organics         := 57
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Genetics
Tech Level Req 1      := 7
Tech Area Req 2       := Armor
Tech Level Req 2      := 2
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 41 points of damage per combat turn.
Ability 2 Val 1       := 41
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Self-Repairing Armor I
Description           := Regenerating mesh armor used to protect a ship from physical damage.
Pic Num               := 192
Tonnage Space Taken   := 30
Tonnage Structure     := 100
Cost Minerals         := 80
Cost Organics         := 5
Cost Radioactives     := 30
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 26030
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 1
Tech Area Req 2       := Armor
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 10 points of damage per combat turn.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Self-Repairing Armor II
Description           := Regenerating mesh armor used to protect a ship from physical damage.
Pic Num               := 192
Tonnage Space Taken   := 30
Tonnage Structure     := 110
Cost Minerals         := 76
Cost Organics         := 5
Cost Radioactives     := 29
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 26030
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 2
Tech Area Req 2       := Armor
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 12 points of damage per combat turn.
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Self-Repairing Armor III
Description           := Regenerating mesh armor used to protect a ship from physical damage.
Pic Num               := 192
Tonnage Space Taken   := 30
Tonnage Structure     := 121
Cost Minerals         := 72
Cost Organics         := 5
Cost Radioactives     := 27
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 26030
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 3
Tech Area Req 2       := Armor
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 14 points of damage per combat turn.
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Self-Repairing Armor IV
Description           := Regenerating mesh armor used to protect a ship from physical damage.
Pic Num               := 192
Tonnage Space Taken   := 30
Tonnage Structure     := 133
Cost Minerals         := 69
Cost Organics         := 4
Cost Radioactives     := 26
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 26030
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 4
Tech Area Req 2       := Armor
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 17 points of damage per combat turn.
Ability 2 Val 1       := 17
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Self-Repairing Armor V
Description           := Regenerating mesh armor used to protect a ship from physical damage.
Pic Num               := 192
Tonnage Space Taken   := 30
Tonnage Structure     := 146
Cost Minerals         := 65
Cost Organics         := 4
Cost Radioactives     := 24
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 26030
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 5
Tech Area Req 2       := Armor
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 21 points of damage per combat turn.
Ability 2 Val 1       := 21
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Photosynthesis Armor I
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 739
Tonnage Space Taken   := 30
Tonnage Structure     := 90
Cost Minerals         := 0
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Genetics
Tech Level Req 1      := 2
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Tech Area Req 4       := Solar Power
Tech Level Req 4      := 2
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 15 points of damage per combat turn.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 100 supplies.
Ability 3 Val 1       := 100
Ability 3 Val 2       := 0
Ability 4 Type        := Solar Supply Generation
Ability 4 Descr       := Generate 10 supplies per star per turn.
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Photosynthesis Armor II
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 739
Tonnage Space Taken   := 30
Tonnage Structure     := 99
Cost Minerals         := 0
Cost Organics         := 475
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Genetics
Tech Level Req 1      := 3
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Tech Area Req 4       := Solar Power
Tech Level Req 4      := 2
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 17 points of damage per combat turn.
Ability 2 Val 1       := 17
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 120 supplies.
Ability 3 Val 1       := 120
Ability 3 Val 2       := 0
Ability 4 Type        := Solar Supply Generation
Ability 4 Descr       := Generate 12 supplies per star per turn.
Ability 4 Val 1       := 12
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Photosynthesis Armor III
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 739
Tonnage Space Taken   := 30
Tonnage Structure     := 109
Cost Minerals         := 0
Cost Organics         := 451
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Genetics
Tech Level Req 1      := 4
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Tech Area Req 4       := Solar Power
Tech Level Req 4      := 2
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 18 points of damage per combat turn.
Ability 2 Val 1       := 18
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 144 supplies.
Ability 3 Val 1       := 144
Ability 3 Val 2       := 0
Ability 4 Type        := Solar Supply Generation
Ability 4 Descr       := Generate 14 supplies per star per turn.
Ability 4 Val 1       := 14
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Photosynthesis Armor IV
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 739
Tonnage Space Taken   := 30
Tonnage Structure     := 120
Cost Minerals         := 0
Cost Organics         := 429
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Genetics
Tech Level Req 1      := 5
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Tech Area Req 4       := Solar Power
Tech Level Req 4      := 2
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 20 points of damage per combat turn.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 173 supplies.
Ability 3 Val 1       := 173
Ability 3 Val 2       := 0
Ability 4 Type        := Solar Supply Generation
Ability 4 Descr       := Generate 17 supplies per star per turn.
Ability 4 Val 1       := 17
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Photosynthesis Armor V
Description           := Organic mesh armor used to protect a ship from physical damage.
Pic Num               := 739
Tonnage Space Taken   := 30
Tonnage Structure     := 132
Cost Minerals         := 0
Cost Organics         := 407
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 33
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Genetics
Tech Level Req 1      := 6
Tech Area Req 2       := Armor
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Tech Area Req 4       := Solar Power
Tech Level Req 4      := 2
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Armor Regeneration
Ability 2 Descr       := Regenerates 22 points of damage per combat turn.
Ability 2 Val 1       := 22
Ability 2 Val 2       := 0
Ability 3 Type        := Supply Storage
Ability 3 Descr       := Can store 207 supplies.
Ability 3 Val 1       := 207
Ability 3 Val 2       := 0
Ability 4 Type        := Solar Supply Generation
Ability 4 Descr       := Generate 21 supplies per star per turn.
Ability 4 Val 1       := 21
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor I
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 80
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 130
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 5 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor II
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 88
Cost Minerals         := 29
Cost Organics         := 0
Cost Radioactives     := 124
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 7 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor III
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 97
Cost Minerals         := 27
Cost Organics         := 0
Cost Radioactives     := 117
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 8 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor IV
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 106
Cost Minerals         := 26
Cost Organics         := 0
Cost Radioactives     := 111
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 11 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor V
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 117
Cost Minerals         := 24
Cost Organics         := 0
Cost Radioactives     := 106
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 14 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor VI
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 129
Cost Minerals         := 23
Cost Organics         := 0
Cost Radioactives     := 101
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 19 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 19
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor VII
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 142
Cost Minerals         := 22
Cost Organics         := 0
Cost Radioactives     := 96
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 7
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 24 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 24
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor VIII
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 156
Cost Minerals         := 21
Cost Organics         := 0
Cost Radioactives     := 91
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 8
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 31 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 31
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor IX
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 171
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 86
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 9
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 41 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 41
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Armor X
Description           := Crystal lattice armor used to protect a ship from physical damage.
Pic Num               := 191
Tonnage Space Taken   := 30
Tonnage Structure     := 189
Cost Minerals         := 19
Cost Organics         := 0
Cost Radioactives     := 82
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 34
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 10
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Shield Generation From Damage
Ability 2 Descr       := 53 points of damage per hit will be channeled into the shields.
Ability 2 Val 1       := 53
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay I
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 400
Cost Organics         := 50
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 3 components per turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay II
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 200
Tonnage Structure     := 110
Cost Minerals         := 440
Cost Organics         := 55
Cost Radioactives     := 110
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 4 components per turn.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay III
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 200
Tonnage Structure     := 121
Cost Minerals         := 484
Cost Organics         := 61
Cost Radioactives     := 121
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 5 components per turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay IV
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 200
Tonnage Structure     := 133
Cost Minerals         := 532
Cost Organics         := 67
Cost Radioactives     := 133
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 7 components per turn.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Bay V
Description           := Component which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 200
Tonnage Structure     := 146
Cost Minerals         := 586
Cost Organics         := 73
Cost Radioactives     := 146
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 35
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 9 components per turn.
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Repair Bay I
Description           := Device which can repair other ships in space.
Pic Num               := 800
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 180
Cost Organics         := 90
Cost Radioactives     := 90
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 3555
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 1
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 2 components per turn.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Repair Bay II
Description           := Device which can repair other ships in space.
Pic Num               := 800
Tonnage Space Taken   := 20
Tonnage Structure     := 11
Cost Minerals         := 198
Cost Organics         := 99
Cost Radioactives     := 99
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 3555
Roman Numeral         := 2
Custom Group          := 0
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        := Component Repair
Ability 1 Descr       := Can repair 3 components per turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Repair Bay III
Description           := Device which can repair other ships in space.
Pic Num               := 800
Tonnage Space Taken   := 20
Tonnage Structure     := 12
Cost Minerals         := 218
Cost Organics         := 109
Cost Radioactives     := 109
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 3555
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 3
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 2 components per turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Repair Bay IV
Description           := Device which can repair other ships in space.
Pic Num               := 800
Tonnage Space Taken   := 20
Tonnage Structure     := 13
Cost Minerals         := 240
Cost Organics         := 120
Cost Radioactives     := 120
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 3555
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 4
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 4 components per turn.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Crystalline Repair Bay V
Description           := Device which can repair other ships in space.
Pic Num               := 800
Tonnage Space Taken   := 20
Tonnage Structure     := 15
Cost Minerals         := 264
Cost Organics         := 132
Cost Radioactives     := 132
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 3555
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 5
Tech Area Req 2       := Crystallurgy
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 6 components per turn.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Cockpit
Description           := The main control center of a fighter.
Pic Num               := 270
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 500
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Neural Interface I
Description           := The main control center of a fighter. Direct connections to the pilot's nervous system increases response time.
Pic Num               := 172
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 20
Cost Radioactives     := 20
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 26037
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cybernetics
Tech Level Req 1      := 1
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides a 5% combat bonus
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Neural Interface II
Description           := The main control center of a fighter. Direct connections to the pilot's nervous system increases response time.
Pic Num               := 172
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 17
Cost Organics         := 17
Cost Radioactives     := 17
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 26037
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cybernetics
Tech Level Req 1      := 2
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides a 6% combat bonus
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Neural Interface III
Description           := The main control center of a fighter. Direct connections to the pilot's nervous system increases response time.
Pic Num               := 172
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 14
Cost Organics         := 14
Cost Radioactives     := 14
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 26037
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cybernetics
Tech Level Req 1      := 3
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides a 7% combat bonus
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Neural Interface IV
Description           := The main control center of a fighter. Direct connections to the pilot's nervous system increases response time.
Pic Num               := 172
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 11
Cost Organics         := 11
Cost Radioactives     := 11
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 26037
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cybernetics
Tech Level Req 1      := 4
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides a 8% combat bonus
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Neural Interface V
Description           := The main control center of a fighter. Direct connections to the pilot's nervous system increases response time.
Pic Num               := 172
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 8
Cost Organics         := 8
Cost Radioactives     := 8
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 26037
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cybernetics
Tech Level Req 1      := 5
Tech Area Req 2       := Fighters
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Provides a 9% combat bonus
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := 
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Life Support
Description           := Mechanical means to generate a livable atmosphere within a fighter.
Pic Num               := 4
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 10
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 501
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Fighters
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support for a fighter.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Crew Quarters
Description           := Short-duration living area for crew
Pic Num               := 1647
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 25070
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shuttles
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains crew quarters for a fighter.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Computer Core
Description           := The main computer core which controls a satellite.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 503
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Crew Quarters
Description           := Living quarters for the crew of an orbital defense platform or a large manned satellite
Pic Num               := 1644
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 25071
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Orbital Defense Platforms
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains satellite crew quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Life Support
Description           := The main computer core which controls a satellite.
Pic Num               := 1652
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 25072
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Orbital Defense Platforms
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains a life support system.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Weapons Platform Command Center
Description           := The main comand center which controls a weapons platform.
Pic Num               := 252
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 504
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Weapon Platforms
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a weapons platform computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser I
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 200
Tonnage Structure     := 150
Cost Minerals         := 55000
Cost Organics         := 1000
Cost Radioactives     := 20000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1500
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 3
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser II
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 180
Tonnage Structure     := 135
Cost Minerals         := 49500
Cost Organics         := 900
Cost Radioactives     := 18000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1350
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 4
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser III
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 162
Tonnage Structure     := 122
Cost Minerals         := 44550
Cost Organics         := 810
Cost Radioactives     := 16200
Vehicle Type          := Ship\Base
Supply Amount Used    := 1215
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 5
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser IV
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 146
Tonnage Structure     := 109
Cost Minerals         := 40095
Cost Organics         := 729
Cost Radioactives     := 14580
Vehicle Type          := Ship\Base
Supply Amount Used    := 1094
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 6
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Condenser V
Description           := Gravitational beam which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 131
Tonnage Structure     := 98
Cost Minerals         := 36086
Cost Organics         := 656
Cost Radioactives     := 13122
Vehicle Type          := Ship\Base
Supply Amount Used    := 984
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1000
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 7
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator I
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 300
Tonnage Structure     := 200
Cost Minerals         := 60000
Cost Organics         := 1500
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 2000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 3
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 100 light years away.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator II
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 270
Tonnage Structure     := 180
Cost Minerals         := 54000
Cost Organics         := 1350
Cost Radioactives     := 27000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 4
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 200 light years away.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator III
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 243
Tonnage Structure     := 162
Cost Minerals         := 48600
Cost Organics         := 1215
Cost Radioactives     := 24300
Vehicle Type          := Ship\Base
Supply Amount Used    := 1620
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 5
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 300 light years away.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator IV
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 219
Tonnage Structure     := 146
Cost Minerals         := 43740
Cost Organics         := 1094
Cost Radioactives     := 21870
Vehicle Type          := Ship\Base
Supply Amount Used    := 1458
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 6
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 400 light years away.
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Quantum Resonator V
Description           := Gravitational beam which opens a new warp point to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 197
Tonnage Structure     := 131
Cost Minerals         := 39366
Cost Organics         := 984
Cost Radioactives     := 19683
Vehicle Type          := Ship\Base
Supply Amount Used    := 1312
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 7
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 500 light years away.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb I
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 60000
Cost Organics         := 0
Cost Radioactives     := 40000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 2
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a tiny planet.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb II
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 90
Tonnage Structure     := 90
Cost Minerals         := 54000
Cost Organics         := 0
Cost Radioactives     := 36000
Vehicle Type          := Ship\Base
Supply Amount Used    := 450
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 3
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a small planet.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb III
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 81
Tonnage Structure     := 81
Cost Minerals         := 48600
Cost Organics         := 0
Cost Radioactives     := 32400
Vehicle Type          := Ship\Base
Supply Amount Used    := 405
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 4
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a medium sized planet.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb IV
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 73
Tonnage Structure     := 73
Cost Minerals         := 43740
Cost Organics         := 0
Cost Radioactives     := 29160
Vehicle Type          := Ship\Base
Supply Amount Used    := 365
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 5
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a large planet.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tectonic Bomb V
Description           := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num               := 59
Tonnage Space Taken   := 66
Tonnage Structure     := 66
Cost Minerals         := 39366
Cost Organics         := 0
Cost Radioactives     := 26244
Vehicle Type          := Ship\Base
Supply Amount Used    := 328
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1002
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 6
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a huge planet.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Space Habitat Module I
Description           := The core materials for constructing a space habitat out of mined asteroids. Asteroids must be present in the sector to construct the habitat.
Pic Num               := 1145
Tonnage Space Taken   := 200
Tonnage Structure     := 150
Cost Minerals         := 20000
Cost Organics         := 4000
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 25044
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Habitats
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a small space habitat.
Ability 1 Val 1       := 21
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Artificial Planet Module I
Description           := The core materials for constructing an artificial planet out of mined asteroids. Asteroids must be present in the sector to form the artificial planet.
Pic Num               := 569
Tonnage Space Taken   := 500
Tonnage Structure     := 300
Cost Minerals         := 30000
Cost Organics         := 5000
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base
Supply Amount Used    := 3000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 25045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Artificial Planets
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create a small artificial planet.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Matter Gravity Sphere I
Description           := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Pic Num               := 60
Tonnage Space Taken   := 350
Tonnage Structure     := 200
Cost Minerals         := 40000
Cost Organics         := 10000
Cost Radioactives     := 20000
Vehicle Type          := Ship\Base
Supply Amount Used    := 5000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 5
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Create Planet Size
Ability 1 Descr       := Can create up to tiny sized planet with a random atmosphere and type.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Nucleonic Torpedo I
Description           := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 550
Tonnage Structure     := 350
Cost Minerals         := 100000
Cost Organics         := 50000
Cost Radioactives     := 100000
Vehicle Type          := Ship\Base
Supply Amount Used    := 5100
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 4
Tech Area Req 2       := Plasma Technology
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere I
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 300
Tonnage Structure     := 230
Cost Minerals         := 100000
Cost Organics         := 50000
Cost Radioactives     := 100000
Vehicle Type          := Ship\Base
Supply Amount Used    := 700
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 4
Tech Area Req 2       := Plasma Technology
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Storm Dissipater I
Description           := Displacement beta pulses which dissipate storm activity in a given sector.
Pic Num               := 63
Tonnage Space Taken   := 200
Tonnage Structure     := 150
Cost Minerals         := 20000
Cost Organics         := 2000
Cost Radioactives     := 5000
Vehicle Type          := Ship\Base
Supply Amount Used    := 200
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 1
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Destroy Storm
Ability 1 Descr       := Will destroy a storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ion Storm Creator I
Description           := Ionic concussion blasts which stir up storm activity in a given sector.
Pic Num               := 64
Tonnage Space Taken   := 200
Tonnage Structure     := 150
Cost Minerals         := 20000
Cost Organics         := 2000
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base
Supply Amount Used    := 300
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 2
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Create Storm
Ability 1 Descr       := Will create a random storm of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Laser Cannon I
Description           := The laser cannon is a fairly inexpensive beam weapon.
Pic Num               := 505
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 100
Cost Organics         := 50
Cost Radioactives     := 50
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lasers
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 2425

Name                  := Laser Cannon II
Description           := The laser cannon is a fairly inexpensive beam weapon.
Pic Num               := 505
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 90
Cost Organics         := 45
Cost Radioactives     := 45
Vehicle Type          := All
Supply Amount Used    := 48
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lasers
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 2425

Name                  := Laser Cannon III
Description           := The laser cannon is a fairly inexpensive beam weapon.
Pic Num               := 505
Tonnage Space Taken   := 10
Tonnage Structure     := 7
Cost Minerals         := 81
Cost Organics         := 41
Cost Radioactives     := 41
Vehicle Type          := All
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lasers
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 2425

Name                  := Laser Cannon IV
Description           := The laser cannon is a fairly inexpensive beam weapon.
Pic Num               := 505
Tonnage Space Taken   := 10
Tonnage Structure     := 7
Cost Minerals         := 73
Cost Organics         := 36
Cost Radioactives     := 36
Vehicle Type          := All
Supply Amount Used    := 43
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lasers
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 2425

Name                  := Laser Cannon V
Description           := The laser cannon is a fairly inexpensive beam weapon.
Pic Num               := 505
Tonnage Space Taken   := 10
Tonnage Structure     := 7
Cost Minerals         := 66
Cost Organics         := 33
Cost Radioactives     := 33
Vehicle Type          := All
Supply Amount Used    := 41
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lasers
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 6 6 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 2425

Name                  := Laser Cannon VI
Description           := The laser cannon is a fairly inexpensive beam weapon.
Pic Num               := 505
Tonnage Space Taken   := 10
Tonnage Structure     := 8
Cost Minerals         := 59
Cost Organics         := 30
Cost Radioactives     := 30
Vehicle Type          := All
Supply Amount Used    := 39
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lasers
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 7 7 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 2425

Name                  := Laser Cannon VII
Description           := The laser cannon is a fairly inexpensive beam weapon.
Pic Num               := 505
Tonnage Space Taken   := 10
Tonnage Structure     := 8
Cost Minerals         := 53
Cost Organics         := 27
Cost Radioactives     := 27
Vehicle Type          := All
Supply Amount Used    := 37
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lasers
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 8 8 8 8 8 8 8 8 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 2425

Name                  := Laser Cannon VIII
Description           := The laser cannon is a fairly inexpensive beam weapon.
Pic Num               := 505
Tonnage Space Taken   := 10
Tonnage Structure     := 8
Cost Minerals         := 48
Cost Organics         := 24
Cost Radioactives     := 24
Vehicle Type          := All
Supply Amount Used    := 35
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lasers
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 2425

Name                  := Laser Cannon IX
Description           := The laser cannon is a fairly inexpensive beam weapon.
Pic Num               := 505
Tonnage Space Taken   := 10
Tonnage Structure     := 9
Cost Minerals         := 43
Cost Organics         := 22
Cost Radioactives     := 22
Vehicle Type          := All
Supply Amount Used    := 33
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lasers
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 12 12 12 12 12 12 12 12 12 12 12 12 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 2425

Name                  := Laser Cannon X
Description           := The laser cannon is a fairly inexpensive beam weapon.
Pic Num               := 505
Tonnage Space Taken   := 10
Tonnage Structure     := 9
Cost Minerals         := 39
Cost Organics         := 19
Cost Radioactives     := 19
Vehicle Type          := All
Supply Amount Used    := 32
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Lasers
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 2425

Name                  := Graser Cannon I
Description           := Fires a gamma ray beam that penetrates armor.
Pic Num               := 509
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 200
Cost Organics         := 150
Cost Radioactives     := 400
Vehicle Type          := All
Supply Amount Used    := 150
Restrictions          := None
General Group         := Weapons
Family                := 25046
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Grasers
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6858

Name                  := Graser Cannon II
Description           := Fires a gamma ray beam that penetrates armor.
Pic Num               := 509
Tonnage Space Taken   := 30
Tonnage Structure     := 16
Cost Minerals         := 180
Cost Organics         := 135
Cost Radioactives     := 360
Vehicle Type          := All
Supply Amount Used    := 143
Restrictions          := None
General Group         := Weapons
Family                := 25046
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Grasers
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 13 13 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6858

Name                  := Graser Cannon III
Description           := Fires a gamma ray beam that penetrates armor.
Pic Num               := 509
Tonnage Space Taken   := 30
Tonnage Structure     := 17
Cost Minerals         := 162
Cost Organics         := 122
Cost Radioactives     := 324
Vehicle Type          := All
Supply Amount Used    := 135
Restrictions          := None
General Group         := Weapons
Family                := 25046
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Grasers
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 16 16 16 16 16 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6858

Name                  := Graser Cannon IV
Description           := Fires a gamma ray beam that penetrates armor.
Pic Num               := 509
Tonnage Space Taken   := 30
Tonnage Structure     := 17
Cost Minerals         := 146
Cost Organics         := 109
Cost Radioactives     := 292
Vehicle Type          := All
Supply Amount Used    := 129
Restrictions          := None
General Group         := Weapons
Family                := 25046
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Grasers
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 21 21 21 21 21 21 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6858

Name                  := Graser Cannon V
Description           := Fires a gamma ray beam that penetrates armor.
Pic Num               := 509
Tonnage Space Taken   := 30
Tonnage Structure     := 18
Cost Minerals         := 131
Cost Organics         := 98
Cost Radioactives     := 262
Vehicle Type          := All
Supply Amount Used    := 122
Restrictions          := None
General Group         := Weapons
Family                := 25046
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Grasers
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 28 28 28 28 28 28 28 28 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6858

Name                  := Turbolaser Cannon I
Description           := Laser enhanced plasma blaster
Pic Num               := 343
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 100
Cost Radioactives     := 600
Vehicle Type          := All
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Turbolasers
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6859

Name                  := Turbolaser Cannon II
Description           := Laser enhanced plasma blaster
Pic Num               := 343
Tonnage Space Taken   := 30
Tonnage Structure     := 21
Cost Minerals         := 180
Cost Organics         := 90
Cost Radioactives     := 540
Vehicle Type          := All
Supply Amount Used    := 190
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Turbolasers
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 26 26 26 26 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6859

Name                  := Turbolaser Cannon III
Description           := Laser enhanced plasma blaster
Pic Num               := 343
Tonnage Space Taken   := 30
Tonnage Structure     := 22
Cost Minerals         := 162
Cost Organics         := 81
Cost Radioactives     := 486
Vehicle Type          := All
Supply Amount Used    := 181
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Turbolasers
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 33 33 33 33 33 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6859

Name                  := Turbolaser Cannon IV
Description           := Laser enhanced plasma blaster
Pic Num               := 343
Tonnage Space Taken   := 30
Tonnage Structure     := 23
Cost Minerals         := 146
Cost Organics         := 73
Cost Radioactives     := 437
Vehicle Type          := All
Supply Amount Used    := 171
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Turbolasers
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 43 43 43 43 43 43 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6859

Name                  := Turbolaser Cannon V
Description           := Laser enhanced plasma blaster
Pic Num               := 343
Tonnage Space Taken   := 30
Tonnage Structure     := 24
Cost Minerals         := 131
Cost Organics         := 66
Cost Radioactives     := 394
Vehicle Type          := All
Supply Amount Used    := 163
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Turbolasers
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 57 57 57 57 57 57 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6859

Name                  := Turbolaser Cannon VI
Description           := Laser enhanced plasma blaster
Pic Num               := 343
Tonnage Space Taken   := 30
Tonnage Structure     := 26
Cost Minerals         := 118
Cost Organics         := 59
Cost Radioactives     := 354
Vehicle Type          := All
Supply Amount Used    := 155
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Turbolasers
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 74 74 74 74 74 74 74 74 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6859

Name                  := Turbolaser Cannon VII
Description           := Laser enhanced plasma blaster
Pic Num               := 343
Tonnage Space Taken   := 30
Tonnage Structure     := 27
Cost Minerals         := 106
Cost Organics         := 53
Cost Radioactives     := 319
Vehicle Type          := All
Supply Amount Used    := 147
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Turbolasers
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 96 96 96 96 96 96 96 96 96 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6859

Name                  := Turbolaser Cannon VIII
Description           := Laser enhanced plasma blaster
Pic Num               := 343
Tonnage Space Taken   := 30
Tonnage Structure     := 28
Cost Minerals         := 96
Cost Organics         := 48
Cost Radioactives     := 287
Vehicle Type          := All
Supply Amount Used    := 140
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Turbolasers
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 125 125 125 125 125 125 125 125 125 125 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6859

Name                  := Turbolaser Cannon IX
Description           := Laser enhanced plasma blaster
Pic Num               := 343
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 86
Cost Organics         := 43
Cost Radioactives     := 258
Vehicle Type          := All
Supply Amount Used    := 133
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Turbolasers
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 163 163 163 163 163 163 163 163 163 163 163 163 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6859

Name                  := Turbolaser Cannon X
Description           := Laser enhanced plasma blaster
Pic Num               := 343
Tonnage Space Taken   := 30
Tonnage Structure     := 31
Cost Minerals         := 77
Cost Organics         := 39
Cost Radioactives     := 232
Vehicle Type          := All
Supply Amount Used    := 126
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Turbolasers
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 212 212 212 212 212 212 212 212 212 212 212 212 212 212 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6859

Name                  := Superlaser Cannon I
Description           := Plasma enhanced laser beam
Pic Num               := 347
Tonnage Space Taken   := 200
Tonnage Structure     := 70
Cost Minerals         := 400
Cost Organics         := 200
Cost Radioactives     := 700
Vehicle Type          := All
Supply Amount Used    := 250
Restrictions          := None
General Group         := Weapons
Family                := 25047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Superlasers
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 200 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6860

Name                  := Superlaser Cannon II
Description           := Plasma enhanced laser beam
Pic Num               := 347
Tonnage Space Taken   := 200
Tonnage Structure     := 74
Cost Minerals         := 360
Cost Organics         := 180
Cost Radioactives     := 630
Vehicle Type          := All
Supply Amount Used    := 238
Restrictions          := None
General Group         := Weapons
Family                := 25047
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Superlasers
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a small planet.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 260 260 260 260 260 260 260 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6860

Name                  := Superlaser Cannon III
Description           := Plasma enhanced laser beam
Pic Num               := 347
Tonnage Space Taken   := 200
Tonnage Structure     := 77
Cost Minerals         := 324
Cost Organics         := 162
Cost Radioactives     := 567
Vehicle Type          := All
Supply Amount Used    := 226
Restrictions          := None
General Group         := Weapons
Family                := 25047
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Superlasers
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a medium planet.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 338 338 338 338 338 338 338 338 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6860

Name                  := Superlaser Cannon IV
Description           := Plasma enhanced laser beam
Pic Num               := 347
Tonnage Space Taken   := 200
Tonnage Structure     := 81
Cost Minerals         := 292
Cost Organics         := 146
Cost Radioactives     := 510
Vehicle Type          := All
Supply Amount Used    := 214
Restrictions          := None
General Group         := Weapons
Family                := 25047
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Superlasers
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a large planet.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 439 439 439 439 439 439 439 439 439 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6860

Name                  := Superlaser Cannon V
Description           := Plasma enhanced laser beam
Pic Num               := 347
Tonnage Space Taken   := 200
Tonnage Structure     := 85
Cost Minerals         := 262
Cost Organics         := 131
Cost Radioactives     := 459
Vehicle Type          := All
Supply Amount Used    := 204
Restrictions          := None
General Group         := Weapons
Family                := 25047
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Superlasers
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a huge planet.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 571 571 571 571 571 571 571 571 571 571 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6860

Name                  := Railgun I
Description           := The Railgun fires high velocity metal slugs.
Pic Num               := 533
Tonnage Space Taken   := 55
Tonnage Structure     := 32
Cost Minerals         := 210
Cost Organics         := 10
Cost Radioactives     := 20
Vehicle Type          := All
Supply Amount Used    := 12
Restrictions          := None
General Group         := Weapons
Family                := 12510
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Projectile Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Construction
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 158
Weapon Modifier       := 0
Weapon Sound          := uranc.wav
Weapon Family         := 1510

Name                  := Disruptor Cannon I
Description           := The particle beam disruptor breaks down matter into its component particles
Pic Num               := 1289
Tonnage Space Taken   := 40
Tonnage Structure     := 35
Cost Minerals         := 154
Cost Organics         := 75
Cost Radioactives     := 700
Vehicle Type          := All
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 25051
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Disruptors
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 31 30 29 28 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6861

Name                  := Phaser I
Description           := 
Pic Num               := 1260
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 125
Cost Organics         := 75
Cost Radioactives     := 650
Vehicle Type          := All
Supply Amount Used    := 160
Restrictions          := None
General Group         := Weapons
Family                := 25049
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Phasers
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 29 28 27 26 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 101
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 2200

Name                  := Particle Beam Cannon I
Description           := 
Pic Num               := 1261
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 70
Cost Organics         := 41
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 25050
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 14 13 12 11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 101
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6863

Name                  := Antiproton Cannon I
Description           := Focused energy beam used as a medium range weapon.
Pic Num               := 18
Tonnage Space Taken   := 40
Tonnage Structure     := 35
Cost Minerals         := 100
Cost Organics         := 35
Cost Radioactives     := 500
Vehicle Type          := All
Supply Amount Used    := 160
Restrictions          := None
General Group         := Weapons
Family                := 2000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 1
Tech Area Req 2       := Antimatter
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 15 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 1

Name                  := Disintegrator I
Description           := Breaks atomic bonds causing matter to fly apart molecule by molecule.
Pic Num               := 1281
Tonnage Space Taken   := 80
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 500
Cost Radioactives     := 8000
Vehicle Type          := All
Supply Amount Used    := 360
Restrictions          := None
General Group         := Weapons
Family                := 26021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stasis Fields
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quarter Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6880

Name                  := Reflex Cannon I
Description           := Enormous and powerful particle cannon.
Pic Num               := 563
Tonnage Space Taken   := 80
Tonnage Structure     := 30
Cost Minerals         := 2000
Cost Organics         := 1500
Cost Radioactives     := 6000
Vehicle Type          := All
Supply Amount Used    := 300
Restrictions          := None
General Group         := Weapons
Family                := 26023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Reflex Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6880

Name                  := Seeker Decoy I
Description           := The seeker decoy is designed to overwhelm enemy point defense and increase the chance that seeker weapons will hit their targets.
Pic Num               := 486
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 30
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 25052
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Military Science
Tech Level Req 1      := 3
Tech Area Req 2       := Missile Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 5
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 6864
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 50

Name                  := Chemical Explosive Missile I
Description           := Heavy duty missile with a high explosive warhead.
Pic Num               := 942
Tonnage Space Taken   := 50
Tonnage Structure     := 45
Cost Minerals         := 300
Cost Organics         := 30
Cost Radioactives     := 50
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 25069
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Construction
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 25 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 7
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 6878
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 10

Name                  := Nuclear Missile I
Description           := Heavy duty missile with nuclear warhead.
Pic Num               := 943
Tonnage Space Taken   := 50
Tonnage Structure     := 45
Cost Minerals         := 400
Cost Organics         := 30
Cost Radioactives     := 150
Vehicle Type          := All
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 1
Tech Area Req 2       := Missile Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 100 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 7
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 2
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 10

Name                  := Antimatter Missile I
Description           := Heavy duty missile with antimatter warhead.
Pic Num               := 944
Tonnage Space Taken   := 200
Tonnage Structure     := 150
Cost Minerals         := 300
Cost Organics         := 130
Cost Radioactives     := 500
Vehicle Type          := All
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 25053
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 1
Tech Area Req 2       := Missile Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 300 300 300 300 300 300 300 300 300 300 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 7
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := capshpms.wav
Weapon Family         := 6865
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 20

Name                  := Meson Cannon I
Description           := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num               := 19
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 50
Cost Organics         := 50
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 150
Restrictions          := None
General Group         := Weapons
Family                := 2002
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 1
Tech Area Req 2       := Nuclear Power
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 8 7 6 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 17
Weapon Modifier       := 0
Weapon Sound          := mesonb.wav
Weapon Family         := 3

Name                  := Plasma Torpedo I
Description           := 
Pic Num               := 1178
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 100
Cost Radioactives     := 500
Vehicle Type          := All
Supply Amount Used    := 250
Restrictions          := None
General Group         := Weapons
Family                := 2003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Plasma Technology
Tech Level Req 1      := 2
Tech Area Req 2       := Torpedo Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Chronaton Torpedo I
Description           := 
Pic Num               := 878
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 80
Cost Radioactives     := 500
Vehicle Type          := All
Supply Amount Used    := 350
Restrictions          := None
General Group         := Weapons
Family                := 25078
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 2
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Tech Area Req 3       := Torpedo Weapons
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Gravimetric Torpedo I
Description           := 
Pic Num               := 323
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 90
Cost Radioactives     := 400
Vehicle Type          := All
Supply Amount Used    := 300
Restrictions          := None
General Group         := Weapons
Family                := 26025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 2
Tech Area Req 2       := Torpedo Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 250 250 250 250 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 4

Name                  := Antimatter Torpedo I
Description           := Highly charged anti-matter projectile.
Pic Num               := 68
Tonnage Space Taken   := 40
Tonnage Structure     := 25
Cost Minerals         := 500
Cost Organics         := 75
Cost Radioactives     := 200
Vehicle Type          := All
Supply Amount Used    := 250
Restrictions          := None
General Group         := Weapons
Family                := 25054
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 1
Tech Area Req 2       := Torpedo Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 300 300 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 6866

Name                  := Subspace Torpedo I
Description           := Highly charged subspace projectile.
Pic Num               := 324
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 600
Cost Organics         := 75
Cost Radioactives     := 400
Vehicle Type          := All
Supply Amount Used    := 300
Restrictions          := None
General Group         := Weapons
Family                := 26033
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 1
Tech Area Req 2       := Torpedo Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 300 300 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := amtorp.wav
Weapon Family         := 6881

Name                  := Quantum Torpedo I
Description           := Highly charged quantum core projectile.
Pic Num               := 69
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 80
Cost Radioactives     := 600
Vehicle Type          := All
Supply Amount Used    := 350
Restrictions          := None
General Group         := Weapons
Family                := 25055
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Zero Point Energy
Tech Level Req 1      := 1
Tech Area Req 2       := Torpedo Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 350 350 350 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := qtorp.wav
Weapon Family         := 6867

Name                  := Plasma Missile I
Description           := Seeking plasma powered missile with an anti-matter core.
Pic Num               := 70
Tonnage Space Taken   := 50
Tonnage Structure     := 45
Cost Minerals         := 500
Cost Organics         := 35
Cost Radioactives     := 200
Vehicle Type          := All
Supply Amount Used    := 150
Restrictions          := None
General Group         := Weapons
Family                := 2004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 7
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := plastorp.wav
Weapon Family         := 5
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 15

Name                  := Flak Gun I
Description           := Small mobile cannon designed to destroy incoming fighters and seekers.
Pic Num               := 529
Tonnage Space Taken   := 10
Tonnage Structure     := 8
Cost Minerals         := 45
Cost Organics         := 20
Cost Radioactives     := 10
Vehicle Type          := All
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 25056
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Point Defense Weapons
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 6868

Name                  := Point Defense Cannon I
Description           := Small mobile cannon designed to target and destroy incoming fighters and seekers.
Pic Num               := 66
Tonnage Space Taken   := 20
Tonnage Structure     := 18
Cost Minerals         := 150
Cost Organics         := 20
Cost Radioactives     := 10
Vehicle Type          := All
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 1
Tech Area Req 2       := Point Defense Weapons
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 6

Name                  := Point Defense Laser I
Description           := Small mobile laser cannon designed to target and destroy incoming fighters and seekers.
Pic Num               := 518
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 150
Cost Organics         := 20
Cost Radioactives     := 10
Vehicle Type          := All
Supply Amount Used    := 75
Restrictions          := None
General Group         := Weapons
Family                := 25057
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Lasers
Tech Level Req 1      := 1
Tech Area Req 2       := Point Defense Weapons
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 6869

Name                  := Counter Missile I
Description           := Small missile designed to target and destroy incoming fighters and seekers.
Pic Num               := 352
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 350
Cost Organics         := 25
Cost Radioactives     := 150
Vehicle Type          := All
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 25058
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Point Defense Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Construction
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 25 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 6870

Name                  := Point Defense Blaster I
Description           := Small mobile plasma blaster designed to target and destroy incoming fighters and seekers.
Pic Num               := 348
Tonnage Space Taken   := 15
Tonnage Structure     := 10
Cost Minerals         := 35
Cost Organics         := 20
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 70
Restrictions          := None
General Group         := Weapons
Family                := 25059
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Blasters
Tech Level Req 1      := 1
Tech Area Req 2       := Point Defense Weapons
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       := 
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 10 9 8 7 6 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 21
Weapon Modifier       := 70
Weapon Sound          := pointdef.wav
Weapon Family         := 6871

Name                  := Plague Bomb I
Description           := Bomb used to infect planets with a level 1 plague.
Pic Num               := 71
Tonnage Space Taken   := 30
Tonnage Structure     := 23
Cost Minerals         := 40
Cost Organics         := 200
Cost Radioactives     := 10
Vehicle Type          := All
Supply Amount Used    := 45
Restrictions          := None
General Group         := Weapons
Family                := 2006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 1
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 7

Name                  := Nanoplague I
Description           := Microscopic robots which attack a race with a level 5 plague at the cellular level.
Pic Num               := 1086
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 100
Cost Organics         := 700
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 26028
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Biological Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Nanotechnology
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 5
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := plagbomb.wav
Weapon Family         := 6881

Name                  := Phased Polaron Cannon I
Description           := A phased energy beam which can penetrate normal shields.
Pic Num               := 20
Tonnage Space Taken   := 60
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 100
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 3
Tech Area Req 2       := Phased Shields
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 25 25 25 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := ppbeam.wav
Weapon Family         := 8

Name                  := Fusion Beam Cannon I
Description           := High intensity fusion beam.
Pic Num               := 21
Tonnage Space Taken   := 50
Tonnage Structure     := 30
Cost Minerals         := 75
Cost Organics         := 25
Cost Radioactives     := 500
Vehicle Type          := All
Supply Amount Used    := 500
Restrictions          := None
General Group         := Weapons
Family                := 2009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 1
Tech Area Req 2       := Nuclear Power
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 20 19 18 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 9

Name                  := Plasma Cannon I
Description           := 
Pic Num               := 564
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 150
Cost Organics         := 45
Cost Radioactives     := 1000
Vehicle Type          := All
Supply Amount Used    := 256
Restrictions          := None
General Group         := Weapons
Family                := 25060
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Technology
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 40 39 38 37 36 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Beam
Weapon Display        := 5
Weapon Modifier       := 0
Weapon Sound          := ripbeam.wav
Weapon Family         := 6872

Name                  := Plasma Blaster I
Description           := 
Pic Num               := 584
Tonnage Space Taken   := 20
Tonnage Structure     := 15
Cost Minerals         := 100
Cost Organics         := 75
Cost Radioactives     := 400
Vehicle Type          := All
Supply Amount Used    := 150
Restrictions          := None
General Group         := Weapons
Family                := 25048
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Blasters
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 19 18 17 16 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := apbeam.WAV
Weapon Family         := 6862

Name                  := Tachyon Projector I
Description           := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num               := 24
Tonnage Space Taken   := 50
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 100
Cost Radioactives     := 400
Vehicle Type          := All
Supply Amount Used    := 234
Restrictions          := None
General Group         := Weapons
Family                := 2010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 4
Tech Area Req 2       := Weapon Destroying Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 30 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := tpc.wav
Weapon Family         := 10

Name                  := Tachyon Pulse Missile I
Description           := Seeking missile which pinpoints an enemy ship's weapons and disables them.
Pic Num               := 1347
Tonnage Space Taken   := 70
Tonnage Structure     := 40
Cost Minerals         := 300
Cost Organics         := 100
Cost Radioactives     := 200
Vehicle Type          := All
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 7016
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 4
Tech Area Req 2       := Weapon Destroying Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Missile Weapons
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 100 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 5
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 71
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 30

Name                  := Ion Cannon I
Description           := Anti-ionic beam which disrupts engine operation.
Pic Num               := 42
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := All
Supply Amount Used    := 175
Restrictions          := None
General Group         := Weapons
Family                := 2011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 1
Tech Area Req 2       := Engine Destroying Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondisp.wav
Weapon Family         := 11

Name                  := Ionic Pulse Missile I
Description           := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num               := 72
Tonnage Space Taken   := 50
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 50
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 1
Tech Area Req 2       := Engine Destroying Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Missile Weapons
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 135 135 135 135 135 135 135 135 135 135 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 6
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ionmisl.wav
Weapon Family         := 12
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 20

Name                  := Plasma Bomb I
Description           := Burning plasma bomb which is dropped from orbit against planets.
Pic Num               := 90
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 30
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2013
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Plasma Technology
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Neutron Bomb I
Description           := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num               := 91
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 70
Cost Organics         := 25
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2014
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 2
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 14

Name                  := Poison Gas Bomb I
Description           := Bomb which releases poisonous gasses which destroy a planet's population.
Pic Num               := 1179
Tonnage Space Taken   := 40
Tonnage Structure     := 20
Cost Minerals         := 70
Cost Organics         := 300
Cost Radioactives     := 25
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 26036
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Chemical Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := neutbomb.wav
Weapon Family         := 6884

Name                  := Radiation Bomb I
Description           := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num               := 92
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 75
Cost Radioactives     := 250
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 2
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Conditions
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 18
Weapon Modifier       := 0
Weapon Sound          := radbomb.wav
Weapon Family         := 15

Name                  := Smart Bomb (RD) I
Description           := AI controlled cruise missile which seeks and destroys Resupply Depots on a planet.
Pic Num               := 93
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 25
Cost Radioactives     := 150
Vehicle Type          := All
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2016
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Resupply Depots
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_rd.wav
Weapon Family         := 16

Name                  := Smart Bomb (SP) I
Description           := AI controlled cruise missile which seeks and destroys Spaceports on a planet.
Pic Num               := 94
Tonnage Space Taken   := 30
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 25
Cost Radioactives     := 150
Vehicle Type          := All
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Spaceports
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := smrtb_sp.wav
Weapon Family         := 17

Name                  := Repulser Beam I
Description           := Gravitational beam which pushes enemy ships away from your ship.
Pic Num               := 43
Tonnage Space Taken   := 45
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 79
Cost Radioactives     := 150
Vehicle Type          := All
Supply Amount Used    := 157
Restrictions          := None
General Group         := Weapons
Family                := 2018
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pushes Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 13
Weapon Modifier       := 0
Weapon Sound          := repulse.wav
Weapon Family         := 18

Name                  := Tractor Beam I
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 44
Tonnage Space Taken   := 45
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 79
Cost Radioactives     := 150
Vehicle Type          := All
Supply Amount Used    := 157
Restrictions          := None
General Group         := Weapons
Family                := 2019
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 2
Tech Area Req 2       := Military Science
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 0
Weapon Sound          := tractor.wav
Weapon Family         := 19

Name                  := Graviton Hellbore I
Description           := Intense gravitational beam fired at enemy ships causing them to implode.
Pic Num               := 45
Tonnage Space Taken   := 60
Tonnage Structure     := 45
Cost Minerals         := 300
Cost Organics         := 20
Cost Radioactives     := 50
Vehicle Type          := All
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 2020
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 3
Tech Area Req 2       := Antigravity
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 45 30 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := gravhell.wav
Weapon Family         := 20

Name                  := Wormhole Beam I
Description           := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num               := 46
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 50
Cost Radioactives     := 200
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 2021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Subspace Physics
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Random Target Movement
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := wormbeam.wav
Weapon Family         := 21

Name                  := Shield Depleter I
Description           := Gamma radiation beam which saps shields but does no other damage.
Pic Num               := 47
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 105
Cost Organics         := 75
Cost Radioactives     := 200
Vehicle Type          := All
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2022
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Grasers
Tech Level Req 1      := 1
Tech Area Req 2       := Shield Destroying Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepl.wav
Weapon Family         := 22

Name                  := Shield Disrupter I
Description           := Tunneling neutrino beam which burns out shield generators.
Pic Num               := 48
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 75
Cost Radioactives     := 700
Vehicle Type          := All
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 4
Tech Area Req 2       := Shield Destroying Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 20 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 3
Weapon Display Type   := Beam
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddisr.wav
Weapon Family         := 23

Name                  := Boarding Parties I
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 65
Tonnage Space Taken   := 25
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 25
Cost Radioactives     := 5
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Troops
Family                := 2024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides strength 5 space marines for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties II
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 65
Tonnage Space Taken   := 25
Tonnage Structure     := 20
Cost Minerals         := 45
Cost Organics         := 23
Cost Radioactives     := 5
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Troops
Family                := 2024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides strength 8 space marines for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties III
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 65
Tonnage Space Taken   := 25
Tonnage Structure     := 20
Cost Minerals         := 41
Cost Organics         := 20
Cost Radioactives     := 4
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Troops
Family                := 2024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides strength 11 space marines for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties IV
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 65
Tonnage Space Taken   := 25
Tonnage Structure     := 20
Cost Minerals         := 36
Cost Organics         := 18
Cost Radioactives     := 4
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Troops
Family                := 2024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides strength 17 space marines for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 17
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Boarding Parties V
Description           := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 65
Tonnage Space Taken   := 25
Tonnage Structure     := 20
Cost Minerals         := 33
Cost Organics         := 16
Cost Radioactives     := 3
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Troops
Family                := 2024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides strength 25 space marines for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station I
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 83
Tonnage Space Taken   := 25
Tonnage Structure     := 20
Cost Minerals         := 50
Cost Organics         := 15
Cost Radioactives     := 5
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Troops
Family                := 2025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides strength 10 anti-personnel turrets to use on attacking space marines (all stations on ship will be used for defense).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station II
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 83
Tonnage Space Taken   := 25
Tonnage Structure     := 20
Cost Minerals         := 45
Cost Organics         := 14
Cost Radioactives     := 5
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Troops
Family                := 2025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides strength 15 anti-personnel turrets to use on attacking space marines (all stations on ship will be used for defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station III
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 83
Tonnage Space Taken   := 25
Tonnage Structure     := 20
Cost Minerals         := 41
Cost Organics         := 12
Cost Radioactives     := 4
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Troops
Family                := 2025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides strength 23 anti-personnel turrets to use on attacking space marines (all stations on ship will be used for defense).
Ability 1 Val 1       := 23
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station IV
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 83
Tonnage Space Taken   := 25
Tonnage Structure     := 20
Cost Minerals         := 36
Cost Organics         := 11
Cost Radioactives     := 4
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Troops
Family                := 2025
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides strength 34 anti-personnel turrets to use on attacking space marines (all stations on ship will be used for defense).
Ability 1 Val 1       := 34
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Station V
Description           := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num               := 83
Tonnage Space Taken   := 25
Tonnage Structure     := 20
Cost Minerals         := 33
Cost Organics         := 10
Cost Radioactives     := 3
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Troops
Family                := 2025
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 6
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides strength 51 anti-personnel turrets to use on attacking space marines (all stations on ship will be used for defense).
Ability 1 Val 1       := 51
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Nanites I
Description           := Microscopic robots that defend against intruders
Pic Num               := 1085
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 500
Cost Organics         := 5
Cost Radioactives     := 205
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides strength 10 anti-personnel turrets to use on attacking space marines (all stations on ship will be used for defense).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Nanites II
Description           := Microscopic robots that defend against intruders
Pic Num               := 1085
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 450
Cost Organics         := 5
Cost Radioactives     := 185
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides strength 15 anti-personnel turrets to use on attacking space marines (all stations on ship will be used for defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Nanites III
Description           := Microscopic robots that defend against intruders
Pic Num               := 1085
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 405
Cost Organics         := 4
Cost Radioactives     := 166
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides strength 23 anti-personnel turrets to use on attacking space marines (all stations on ship will be used for defense).
Ability 1 Val 1       := 23
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Nanites IV
Description           := Microscopic robots that defend against intruders
Pic Num               := 1085
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 365
Cost Organics         := 4
Cost Radioactives     := 149
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2025
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides strength 34 anti-personnel turrets to use on attacking space marines (all stations on ship will be used for defense).
Ability 1 Val 1       := 34
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Security Nanites V
Description           := Microscopic robots that defend against intruders
Pic Num               := 1085
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 328
Cost Organics         := 3
Cost Radioactives     := 135
Vehicle Type          := Ship\Base
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 2025
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides strength 51 anti-personnel turrets to use on attacking space marines (all stations on ship will be used for defense).
Ability 1 Val 1       := 51
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Plasma Charge I
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 257
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2028
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Plasma Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Tech Area Req 3       := Biology/Chemistry
Tech Level Req 3      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := plaschrg.wav
Weapon Family         := 26

Name                  := Hyper - Plasma Bolt I
Description           := Ball of condensed high-energy plasma hurled into space.
Pic Num               := 272
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 0
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2029
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Plasma Technology
Tech Level Req 1      := 6
Tech Area Req 2       := Organic Engineering
Tech Level Req 2      := 1
Tech Area Req 3       := Biology/Chemistry
Tech Level Req 3      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 35 30 30 30 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 19
Weapon Modifier       := 0
Weapon Sound          := hyp_plas.wav
Weapon Family         := 26

Name                  := Electric Discharge I
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2030
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electrical Discharge Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := elec_d.wav
Weapon Family         := 27

Name                  := Lightning Ray I
Description           := Intense discharge of electricity focused at a target.
Pic Num               := 256
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 0
Cost Organics         := 320
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2030
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Electrical Discharge Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := lightray.wav
Weapon Family         := 27

Name                  := Seeking Parasite I
Description           := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num               := 258
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 50
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2032
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Biology/Chemistry
Tech Level Req 1      := 1
Tech Area Req 2       := Missile Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Organic Engineering
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := seekpara.wav
Weapon Family         := 28
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 30

Name                  := Acid Globule I
Description           := Cohesive ball of super corrosive acid.
Pic Num               := 260
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 200
Cost Radioactives     := 20
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2033
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Projection Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := acglob.wav
Weapon Family         := 29

Name                  := Enveloping Acid Globule I
Description           := Cohesive ball of enveloping organic acid.
Pic Num               := 260
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 50
Cost Organics         := 350
Cost Radioactives     := 20
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2034
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Acid Projection Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 4
Weapon Modifier       := 0
Weapon Sound          := env_acid.wav
Weapon Family         := 29

Name                  := Close Combat Appendage I
Description           := 
Pic Num               := 302
Tonnage Space Taken   := 10
Tonnage Structure     := 7
Cost Minerals         := 30
Cost Organics         := 50
Cost Radioactives     := 5
Vehicle Type          := Ship\Base
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 7012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Living Ships
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips All Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 0
Weapon Sound          := boom1.wav
Weapon Family         := 77

Name                  := Shard Cannon I
Description           := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor.
Pic Num               := 264
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2035
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Construction
Tech Level Req 1      := 1
Tech Area Req 2       := Projectile Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Crystallurgy
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 22
Weapon Modifier       := 0
Weapon Sound          := shardc.wav
Weapon Family         := 30

Name                  := High - Energy Magnifier I
Description           := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num               := 265
Tonnage Space Taken   := 60
Tonnage Structure     := 60
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2036
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystal Weapon Lenses
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 3
Weapon Modifier       := 30
Weapon Sound          := highmag.wav
Weapon Family         := 31

Name                  := Time Distortion Burst I
Description           := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num               := 176
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2037
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 2
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Quad Damage To Shields
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 6
Weapon Modifier       := 0
Weapon Sound          := timeburs.wav
Weapon Family         := 32

Name                  := Temporal Shifter I
Description           := Attempts to shift a target to the beginning of time.
Pic Num               := 175
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2038
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Timeline Manipulation
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 7
Weapon Modifier       := 0
Weapon Sound          := temporal.wav
Weapon Family         := 33

Name                  := Telekinetic Projector I
Description           := Projects a battering ram of telekinetic force against its target.
Pic Num               := 181
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2039
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Telekinesis
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 25
Weapon Modifier       := 0
Weapon Sound          := telek.wav
Weapon Family         := 34

Name                  := Mental Flailer I
Description           := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Pic Num               := 182
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2040
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Increase Reload Time
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := mental.wav
Weapon Family         := 35

Name                  := Allegiance Subverter I
Description           := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is uneffected. Will not work against Master Computers.
Pic Num               := 183
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2041
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mind Control
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 50 40 30 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 35

Name                  := Assimilation Nanites I
Description           := Microscopic robots that can assimilate a ship and cause it to cross over to your side.
Pic Num               := 1091
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 750
Cost Organics         := 50
Cost Radioactives     := 800
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26029
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 15
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 6881

Name                  := Nanoprobe Torpedo I
Description           := Torpedo delivery system for microscopic robots that can assimilate a ship and cause it to cross over to your side.
Pic Num               := 1104
Tonnage Space Taken   := 10
Tonnage Structure     := 6
Cost Minerals         := 950
Cost Organics         := 150
Cost Radioactives     := 700
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26029
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Nanotechnology
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Tech Area Req 3       := Torpedo Weapons
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Crew Conversion
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 30
Weapon Modifier       := 0
Weapon Sound          := allegian.wav
Weapon Family         := 6882

Name                  := Nebulae Graviton Emitter I
Description           := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num               := 85
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 60000
Cost Organics         := 10000
Cost Radioactives     := 60000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 2
Tech Area Req 2       := Astrophysics
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Destroy Nebulae
Ability 1 Descr       := Can destroy a system sized nebulae.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Nucleonic Thresher Torpedo I
Description           := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Pic Num               := 86
Tonnage Space Taken   := 400
Tonnage Structure     := 200
Cost Minerals         := 70000
Cost Organics         := 20000
Cost Radioactives     := 70000
Vehicle Type          := Ship\Base
Supply Amount Used    := 900
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 5
Tech Area Req 2       := Plasma Technology
Tech Level Req 2      := 4
Number of Abilities   := 1
Ability 1 Type        := Create Nebulae
Ability 1 Descr       := Will create a nebulae by exploding a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Quantum Graviton Beam I
Description           := Pulsing graviton beams will create a gravimetric polarity shift in a black hole which will cause it to collapse.
Pic Num               := 238
Tonnage Space Taken   := 400
Tonnage Structure     := 275
Cost Minerals         := 80000
Cost Organics         := 10000
Cost Radioactives     := 80000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 3
Tech Area Req 2       := Antigravity
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Destroy Black Hole
Ability 1 Descr       := Can collapse a black hole.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Inverted Quantum Beam I
Description           := Inverted graviton beam which when triangulated at a single point in the core of a star causes it to collapse to infinite mass. The resulting black hole will destroy everything in the system but warp points.
Pic Num               := 239
Tonnage Space Taken   := 400
Tonnage Structure     := 310
Cost Minerals         := 100000
Cost Organics         := 20000
Cost Radioactives     := 100000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Astrophysics
Tech Level Req 1      := 4
Tech Area Req 2       := Antigravity
Tech Level Req 2      := 5
Number of Abilities   := 1
Ability 1 Type        := Create Black Hole
Ability 1 Descr       := Will create a black hole by collapsing a star.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Massive Shield Depleter
Description           := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num               := 198
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := All
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 2043
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Shield Depleting Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Shields
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1000 1000 1000 1000 1000 1000 1000 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 16
Weapon Modifier       := 0
Weapon Sound          := shlddepm.wav
Weapon Family         := 37

Name                  := Massive Ionic Disperser
Description           := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num               := 202
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := All
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2044
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Massive Engine Destroying Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Particle Beams
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 500 500 500 500 500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 30
Weapon Display Type   := Torp
Weapon Display        := 10
Weapon Modifier       := 0
Weapon Sound          := iondispm.wav
Weapon Family         := 38

Name                  := Neural Combat Net I
Description           := Neural network that connects ships in combat allowing them to fight with a combined experience.
Pic Num               := 173
Tonnage Space Taken   := 30
Tonnage Structure     := 25
Cost Minerals         := 40
Cost Organics         := 50
Cost Radioactives     := 50
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 36
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cybernetics
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Neural Combat Net II
Description           := Neural network that connects ships in combat allowing them to fight with a combined experience.
Pic Num               := 173
Tonnage Space Taken   := 27
Tonnage Structure     := 23
Cost Minerals         := 36
Cost Organics         := 45
Cost Radioactives     := 45
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 36
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cybernetics
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Neural Combat Net III
Description           := Neural network that connects ships in combat allowing them to fight with a combined experience.
Pic Num               := 173
Tonnage Space Taken   := 24
Tonnage Structure     := 20
Cost Minerals         := 32
Cost Organics         := 41
Cost Radioactives     := 41
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 36
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cybernetics
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Neural Combat Net IV
Description           := Neural network that connects ships in combat allowing them to fight with a combined experience.
Pic Num               := 173
Tonnage Space Taken   := 22
Tonnage Structure     := 18
Cost Minerals         := 29
Cost Organics         := 36
Cost Radioactives     := 36
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 36
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cybernetics
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Neural Combat Net V
Description           := Neural network that connects ships in combat allowing them to fight with a combined experience.
Pic Num               := 173
Tonnage Space Taken   := 20
Tonnage Structure     := 16
Cost Minerals         := 26
Cost Organics         := 33
Cost Radioactives     := 33
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 36
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cybernetics
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Combat Best Experience
Ability 1 Descr       := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Maneuvering Thrusters I
Description           := Maneuvering thrusters allow minute and precise course corrections.
Pic Num               := 188
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 750
Cost Organics         := 1000
Cost Radioactives     := 50
Vehicle Type          := All
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,Drone
Vehicle List Type Description := Ships, Fighters, Drones, Bases, Satellites
Supply Amount Used    := 20
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 25020
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves combat performance by 5%
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat Movement
Ability 2 Descr       := Provides 1 extra combat movement point
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Armor
Ability 3 Descr       := Easily damaged in combat
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Maneuvering Thrusters II
Description           := Maneuvering thrusters allow minute and precise course corrections.
Pic Num               := 188
Tonnage Space Taken   := 100
Tonnage Structure     := 55
Cost Minerals         := 825
Cost Organics         := 1100
Cost Radioactives     := 55
Vehicle Type          := All
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,Drone
Vehicle List Type Description := Ships, Fighters, Drones, Bases, Satellites
Supply Amount Used    := 22
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 25020
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves combat performance by 6%
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat Movement
Ability 2 Descr       := Provides 2 extra combat movement point
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Armor
Ability 3 Descr       := Easily damaged in combat
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Maneuvering Thrusters III
Description           := Maneuvering thrusters allow minute and precise course corrections.
Pic Num               := 188
Tonnage Space Taken   := 100
Tonnage Structure     := 61
Cost Minerals         := 908
Cost Organics         := 1210
Cost Radioactives     := 61
Vehicle Type          := All
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,Drone
Vehicle List Type Description := Ships, Fighters, Drones, Bases, Satellites
Supply Amount Used    := 24
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 25020
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves combat performance by 7%
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat Movement
Ability 2 Descr       := Provides 2 extra combat movement point
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Armor
Ability 3 Descr       := Easily damaged in combat
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Maneuvering Thrusters IV
Description           := Maneuvering thrusters allow minute and precise course corrections.
Pic Num               := 188
Tonnage Space Taken   := 100
Tonnage Structure     := 67
Cost Minerals         := 998
Cost Organics         := 1331
Cost Radioactives     := 67
Vehicle Type          := All
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,Drone
Vehicle List Type Description := Ships, Fighters, Drones, Bases, Satellites
Supply Amount Used    := 27
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 25020
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves combat performance by 9%
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Combat Movement
Ability 2 Descr       := Provides 3 extra combat movement point
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Armor
Ability 3 Descr       := Easily damaged in combat
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Maneuvering Thrusters V
Description           := Maneuvering thrusters allow minute and precise course corrections.
Pic Num               := 188
Tonnage Space Taken   := 100
Tonnage Structure     := 73
Cost Minerals         := 1098
Cost Organics         := 1464
Cost Radioactives     := 73
Vehicle Type          := All
Vechicle List Type Override    := Ship,Base,Fighter,Satellite,Drone
Vehicle List Type Description := Ships, Fighters, Drones, Bases, Satellites
Supply Amount Used    := 29
Restrictions          := One Per Vehicle
General Group         := Propulsion
Family                := 25020
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Improves combat performance by 10%
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat Movement
Ability 2 Descr       := Provides 3 extra combat movement point
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Armor
Ability 3 Descr       := Easily damaged in combat
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Anti-AI Virus I
Description           := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num               := 234
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 300
Cost Organics         := 40
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 2045
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Military Science
Tech Level Req 1      := 2
Tech Area Req 2       := Computers
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Master Computers
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 39

Name                  := Anti-Weapon Virus I
Description           := Computer virus which is beamed to an enemy ship and then destroys any weapons.
Pic Num               := 1197
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 300
Cost Organics         := 40
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 26041
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Weapon Destroying Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Computers
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 6885

Name                  := Anti-Shield Virus I
Description           := Computer virus which is beamed to an enemy ship and then destroys any shield generators.
Pic Num               := 1295
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 300
Cost Organics         := 40
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 26042
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shield Destroying Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Computers
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Shield Generators
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 6885

Name                  := Anti-Engine Virus I
Description           := Computer virus which is beamed to an enemy ship and then destroys any engines.
Pic Num               := 1294
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 300
Cost Organics         := 40
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 40
Restrictions          := None
General Group         := Weapons
Family                := 26043
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Engine Destroying Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Computers
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := virus.wav
Weapon Family         := 6885

Name                  := Hyper Optics I
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 10
Tonnage Structure     := 7
Cost Minerals         := 200
Cost Organics         := 5
Cost Radioactives     := 50
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 37
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Lasers
Tech Level Req 1      := 6
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 2.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Hyper Optics II
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 9
Tonnage Structure     := 6
Cost Minerals         := 190
Cost Organics         := 5
Cost Radioactives     := 48
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 37
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Lasers
Tech Level Req 1      := 7
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 3.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Hyper Optics III
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 8
Tonnage Structure     := 6
Cost Minerals         := 181
Cost Organics         := 5
Cost Radioactives     := 45
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 37
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Lasers
Tech Level Req 1      := 8
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 4.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Hyper Optics IV
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 7
Tonnage Structure     := 5
Cost Minerals         := 171
Cost Organics         := 4
Cost Radioactives     := 43
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 37
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Lasers
Tech Level Req 1      := 9
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 5.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Hyper Optics V
Description           := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num               := 212
Tonnage Space Taken   := 7
Tonnage Structure     := 5
Cost Minerals         := 163
Cost Organics         := 4
Cost Radioactives     := 41
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 37
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Lasers
Tech Level Req 1      := 10
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 6.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Psychic Receptors I
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 40
Tonnage Structure     := 37
Cost Minerals         := 150
Cost Organics         := 225
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 38
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 1
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 2.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Psychic Receptors II
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 32
Tonnage Structure     := 30
Cost Minerals         := 143
Cost Organics         := 214
Cost Radioactives     := 95
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 38
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 2
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 3.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Psychic Receptors III
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 26
Tonnage Structure     := 24
Cost Minerals         := 135
Cost Organics         := 203
Cost Radioactives     := 90
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 38
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 3
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 4.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Psychic Receptors IV
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 20
Tonnage Structure     := 19
Cost Minerals         := 129
Cost Organics         := 193
Cost Radioactives     := 86
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 38
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 4
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 5.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Psychic Receptors V
Description           := Psychic scanners which can detect vessels hidden in a system.
Pic Num               := 214
Tonnage Space Taken   := 16
Tonnage Structure     := 15
Cost Minerals         := 122
Cost Organics         := 183
Cost Radioactives     := 81
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 38
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 5
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Psychic scanning at level 6.
Ability 1 Val 1       := Psychic
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Temporal Sensors I
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 100
Cost Organics         := 100
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 39
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 1
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 2.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Temporal Sensors II
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 36
Tonnage Structure     := 27
Cost Minerals         := 95
Cost Organics         := 95
Cost Radioactives     := 285
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 39
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 2
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 3.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Temporal Sensors III
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 32
Tonnage Structure     := 24
Cost Minerals         := 90
Cost Organics         := 90
Cost Radioactives     := 271
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 39
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 4.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Temporal Sensors IV
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 29
Tonnage Structure     := 22
Cost Minerals         := 86
Cost Organics         := 86
Cost Radioactives     := 257
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 39
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 5.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Temporal Sensors V
Description           := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num               := 216
Tonnage Space Taken   := 26
Tonnage Structure     := 20
Cost Minerals         := 81
Cost Organics         := 81
Cost Radioactives     := 244
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 39
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Temporal scanning at level 6.
Ability 1 Val 1       := Temporal
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Gravitational Sensors I
Description           := Gravity sensors detect minor gravity fluctuations in a solar system, thus detecting hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 20
Tonnage Structure     := 17
Cost Minerals         := 150
Cost Organics         := 80
Cost Radioactives     := 500
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 40
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 1
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 2.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Gravitational Sensors II
Description           := Gravity sensors detect minor gravity fluctuations in a solar system, thus detecting hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 19
Tonnage Structure     := 16
Cost Minerals         := 143
Cost Organics         := 76
Cost Radioactives     := 450
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 40
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 2
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 3.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 3
Weapon Type           := None

Name                  := Gravitational Sensors III
Description           := Gravity sensors detect minor gravity fluctuations in a solar system, thus detecting hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 18
Tonnage Structure     := 15
Cost Minerals         := 135
Cost Organics         := 72
Cost Radioactives     := 405
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 40
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 3
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 4.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 4
Weapon Type           := None

Name                  := Gravitational Sensors IV
Description           := Gravity sensors detect minor gravity fluctuations in a solar system, thus detecting hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 17
Tonnage Structure     := 15
Cost Minerals         := 129
Cost Organics         := 69
Cost Radioactives     := 365
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 40
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 4
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 5.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 5
Weapon Type           := None

Name                  := Gravitational Sensors V
Description           := Gravity sensors detect minor gravity fluctuations in a solar system, thus detecting hidden ships.
Pic Num               := 215
Tonnage Space Taken   := 16
Tonnage Structure     := 14
Cost Minerals         := 122
Cost Organics         := 65
Cost Radioactives     := 328
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Electronics
Family                := 40
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 5
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows Gravitic scanning at level 6.
Ability 1 Val 1       := Gravitic
Ability 1 Val 2       := 6
Weapon Type           := None

Name                  := Light Sail I
Description           := The light sail is a large reflective surface that uses sunlight or planetary lasers to push it and produce thrust.
Pic Num               := 129
Tonnage Space Taken   := 100
Tonnage Structure     := 20
Cost Minerals         := 3000
Cost Organics         := 500
Cost Radioactives     := 400
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 1
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Functions only in systems with a star
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Solar Supply Generation
Ability 3 Descr       := Excess power generation may cause extra thrust
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Armor
Ability 4 Descr       := Easily damaged due to its exposed nature and fragile construction.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Light Sail II
Description           := The light sail is a large reflective surface that uses sunlight or planetary lasers to push it and produce thrust.
Pic Num               := 129
Tonnage Space Taken   := 100
Tonnage Structure     := 22
Cost Minerals         := 2700
Cost Organics         := 450
Cost Radioactives     := 360
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25021
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 2
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Functions only in systems with a star
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Solar Supply Generation
Ability 3 Descr       := Excess power generation may cause extra thrust
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Armor
Ability 4 Descr       := Easily damaged due to its exposed nature and fragile construction.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Light Sail III
Description           := The light sail is a large reflective surface that uses sunlight or planetary lasers to push it and produce thrust.
Pic Num               := 129
Tonnage Space Taken   := 100
Tonnage Structure     := 24
Cost Minerals         := 2430
Cost Organics         := 405
Cost Radioactives     := 324
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25021
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 3
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Functions only in systems with a star
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Solar Supply Generation
Ability 3 Descr       := Excess power generation may cause extra thrust
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Armor
Ability 4 Descr       := Easily damaged due to its exposed nature and fragile construction.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Light Sail IV
Description           := The light sail is a large reflective surface that uses sunlight or planetary lasers to push it and produce thrust.
Pic Num               := 129
Tonnage Space Taken   := 100
Tonnage Structure     := 27
Cost Minerals         := 2187
Cost Organics         := 365
Cost Radioactives     := 292
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25021
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 4
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Functions only in systems with a star
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Solar Supply Generation
Ability 3 Descr       := Excess power generation may cause extra thrust
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Armor
Ability 4 Descr       := Easily damaged due to its exposed nature and fragile construction.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Light Sail V
Description           := The light sail is a large reflective surface that uses sunlight or planetary lasers to push it and produce thrust.
Pic Num               := 129
Tonnage Space Taken   := 100
Tonnage Structure     := 29
Cost Minerals         := 1968
Cost Organics         := 328
Cost Radioactives     := 262
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25021
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 5
Tech Area Req 2       := Propulsion
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 2 standard thrust points.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Functions only in systems with a star
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Solar Supply Generation
Ability 3 Descr       := Excess power generation may cause extra thrust
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Armor
Ability 4 Descr       := Easily damaged due to its exposed nature and fragile construction.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Magnetic Sail I
Description           := The magnetic sail generates a strong magnetic field around the ship. Planetary particle beams push against the field and produce thrust.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 30
Cost Minerals         := 2000
Cost Organics         := 1000
Cost Radioactives     := 3000
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25022
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 1
Tech Area Req 2       := Solar Power
Tech Level Req 2      := 2
Tech Area Req 3       := Propulsion
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard thrust points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Functions only in systems with a star
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Solar Supply Generation
Ability 3 Descr       := Excess power generation may cause extra thrust
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Armor
Ability 4 Descr       := Easily damaged due to its exposed nature and fragile construction.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Magnetic Sail II
Description           := The magnetic sail generates a strong magnetic field around the ship. Planetary particle beams push against the field and produce thrust.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 33
Cost Minerals         := 1800
Cost Organics         := 900
Cost Radioactives     := 2700
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25022
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 2
Tech Area Req 2       := Solar Power
Tech Level Req 2      := 2
Tech Area Req 3       := Propulsion
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard thrust points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Functions only in systems with a star
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Solar Supply Generation
Ability 3 Descr       := Excess power generation may cause extra thrust
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Armor
Ability 4 Descr       := Easily damaged due to its exposed nature and fragile construction.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Magnetic Sail III
Description           := The magnetic sail generates a strong magnetic field around the ship. Planetary particle beams push against the field and produce thrust.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 36
Cost Minerals         := 1620
Cost Organics         := 810
Cost Radioactives     := 2430
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25022
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 3
Tech Area Req 2       := Solar Power
Tech Level Req 2      := 2
Tech Area Req 3       := Propulsion
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard thrust points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Functions only in systems with a star
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Solar Supply Generation
Ability 3 Descr       := Excess power generation may cause extra thrust
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Armor
Ability 4 Descr       := Easily damaged due to its exposed nature and fragile construction.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Magnetic Sail IV
Description           := The magnetic sail generates a strong magnetic field around the ship. Planetary particle beams push against the field and produce thrust.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 40
Cost Minerals         := 1458
Cost Organics         := 729
Cost Radioactives     := 2187
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25022
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 4
Tech Area Req 2       := Solar Power
Tech Level Req 2      := 2
Tech Area Req 3       := Propulsion
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard thrust points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Functions only in systems with a star
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Solar Supply Generation
Ability 3 Descr       := Excess power generation may cause extra thrust
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Armor
Ability 4 Descr       := Easily damaged due to its exposed nature and fragile construction.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Magnetic Sail V
Description           := The magnetic sail generates a strong magnetic field around the ship. Planetary particle beams push against the field and produce thrust.
Pic Num               := 205
Tonnage Space Taken   := 100
Tonnage Structure     := 44
Cost Minerals         := 1312
Cost Organics         := 656
Cost Radioactives     := 1968
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := None
General Group         := Propulsion
Family                := 25022
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 5
Tech Area Req 2       := Solar Power
Tech Level Req 2      := 2
Tech Area Req 3       := Propulsion
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 3 standard thrust points.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Functions only in systems with a star
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Solar Supply Generation
Ability 3 Descr       := Excess power generation may cause extra thrust
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Armor
Ability 4 Descr       := Easily damaged due to its exposed nature and fragile construction.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Stealth Armor I
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 747
Tonnage Space Taken   := 30
Tonnage Structure     := 80
Cost Minerals         := 700
Cost Organics         := 50
Cost Radioactives     := 200
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 2
Weapon Type           := None

Name                  := Stealth Armor II
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 747
Tonnage Space Taken   := 30
Tonnage Structure     := 88
Cost Minerals         := 665
Cost Organics         := 48
Cost Radioactives     := 190
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 17% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 17
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 2
Weapon Type           := None

Name                  := Stealth Armor III
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 747
Tonnage Space Taken   := 30
Tonnage Structure     := 97
Cost Minerals         := 632
Cost Organics         := 45
Cost Radioactives     := 181
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 18% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 18
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 1 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 2
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 1 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 2
Weapon Type           := None

Name                  := Stealth Armor IV
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 747
Tonnage Space Taken   := 30
Tonnage Structure     := 106
Cost Minerals         := 600
Cost Organics         := 43
Cost Radioactives     := 171
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 20% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 3
Weapon Type           := None

Name                  := Stealth Armor V
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 747
Tonnage Space Taken   := 30
Tonnage Structure     := 117
Cost Minerals         := 570
Cost Organics         := 41
Cost Radioactives     := 163
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 22% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 22
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 3
Weapon Type           := None

Name                  := Stealth Armor VI
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 747
Tonnage Space Taken   := 30
Tonnage Structure     := 129
Cost Minerals         := 542
Cost Organics         := 39
Cost Radioactives     := 155
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 24% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 24
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 2 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 3
Weapon Type           := None

Name                  := Stealth Armor VII
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 747
Tonnage Space Taken   := 30
Tonnage Structure     := 142
Cost Minerals         := 515
Cost Organics         := 37
Cost Radioactives     := 147
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 7
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 27% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 27
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 4
Weapon Type           := None

Name                  := Stealth Armor VIII
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 747
Tonnage Space Taken   := 30
Tonnage Structure     := 156
Cost Minerals         := 489
Cost Organics         := 35
Cost Radioactives     := 140
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 8
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 29% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 29
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 4
Weapon Type           := None

Name                  := Stealth Armor IX
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 747
Tonnage Space Taken   := 30
Tonnage Structure     := 171
Cost Minerals         := 464
Cost Organics         := 33
Cost Radioactives     := 133
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 9
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 32% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 32
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 4
Weapon Type           := None

Name                  := Stealth Armor X
Description           := Advanced absorbing materials which render a ship nearly invisible.
Pic Num               := 747
Tonnage Space Taken   := 30
Tonnage Structure     := 189
Cost Minerals         := 441
Cost Organics         := 32
Cost Radioactives     := 126
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 43
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 10
Tech Area Req 2       := Stealth Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 35% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 35
Ability 2 Val 2       := 0
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 4 Active EM scans.
Ability 3 Val 1       := EM Active
Ability 3 Val 2       := 5
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 4 Passive EM scans.
Ability 4 Val 1       := EM Passive
Ability 4 Val 2       := 5
Weapon Type           := None

Name                  := Scattering Armor I
Description           := Armor composed of a highly reflective alloy which negates most scanners.
Pic Num               := 733
Tonnage Space Taken   := 50
Tonnage Structure     := 150
Cost Minerals         := 500
Cost Organics         := 10
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 44
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 11% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 11
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Armor II
Description           := Armor composed of a highly reflective alloy which negates most scanners.
Pic Num               := 733
Tonnage Space Taken   := 50
Tonnage Structure     := 165
Cost Minerals         := 475
Cost Organics         := 10
Cost Radioactives     := 95
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 44
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 13% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 13
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Armor III
Description           := Armor composed of a highly reflective alloy which negates most scanners.
Pic Num               := 733
Tonnage Space Taken   := 50
Tonnage Structure     := 182
Cost Minerals         := 451
Cost Organics         := 9
Cost Radioactives     := 90
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 44
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 16% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 16
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Armor IV
Description           := Armor composed of a highly reflective alloy which negates most scanners.
Pic Num               := 733
Tonnage Space Taken   := 50
Tonnage Structure     := 200
Cost Minerals         := 429
Cost Organics         := 9
Cost Radioactives     := 86
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 44
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 19% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 19
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Armor V
Description           := Armor composed of a highly reflective alloy which negates most scanners.
Pic Num               := 733
Tonnage Space Taken   := 50
Tonnage Structure     := 220
Cost Minerals         := 407
Cost Organics         := 8
Cost Radioactives     := 81
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 44
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 23% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 23
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Armor VI
Description           := Armor composed of a highly reflective alloy which negates most scanners.
Pic Num               := 733
Tonnage Space Taken   := 50
Tonnage Structure     := 242
Cost Minerals         := 387
Cost Organics         := 8
Cost Radioactives     := 77
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 44
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 27% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 27
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Armor VII
Description           := Armor composed of a highly reflective alloy which negates most scanners.
Pic Num               := 733
Tonnage Space Taken   := 50
Tonnage Structure     := 266
Cost Minerals         := 368
Cost Organics         := 7
Cost Radioactives     := 74
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 44
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 7
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 33% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 33
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Armor VIII
Description           := Armor composed of a highly reflective alloy which negates most scanners.
Pic Num               := 733
Tonnage Space Taken   := 50
Tonnage Structure     := 292
Cost Minerals         := 349
Cost Organics         := 7
Cost Radioactives     := 70
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 44
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 8
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 39% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 39
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Armor IX
Description           := Armor composed of a highly reflective alloy which negates most scanners.
Pic Num               := 733
Tonnage Space Taken   := 50
Tonnage Structure     := 322
Cost Minerals         := 332
Cost Organics         := 7
Cost Radioactives     := 66
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 44
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 9
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 47% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 47
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Scattering Armor X
Description           := Armor composed of a highly reflective alloy which negates most scanners.
Pic Num               := 733
Tonnage Space Taken   := 50
Tonnage Structure     := 354
Cost Minerals         := 315
Cost Organics         := 6
Cost Radioactives     := 63
Vehicle Type          := All
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 44
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 10
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Scanner Jammer
Ability 2 Descr       := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Gives a 57% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 57
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Nullspace Projector I
Description           := Projector which launches a cohesive ball of null-space at its target.
Pic Num               := 226
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 1000
Cost Organics         := 700
Cost Radioactives     := 1200
Vehicle Type          := All
Supply Amount Used    := 200
Restrictions          := None
General Group         := Weapons
Family                := 2051
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Zero Point Energy
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 26
Weapon Modifier       := 0
Weapon Sound          := null.wav
Weapon Family         := 40

Name                  := Religious Talisman
Description           := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num               := 166
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 300
Cost Radioactives     := 300
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Religious
Family                := 6001
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Religious Technology
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Weapons Always Hit
Ability 1 Descr       := Direct-fire weapons fired from this vehicle will always hit their target.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ring World Placement Generator I
Description           := Provides the gravitational matrix needed to assemble a ring world.
Pic Num               := 169
Tonnage Space Taken   := 1500
Tonnage Structure     := 800
Cost Minerals         := 40000
Cost Organics         := 30000
Cost Radioactives     := 40000
Vehicle Type          := Ship\Base
Supply Amount Used    := 700
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1050
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ringworlds
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a ringworld around a star.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 10000kT of Gravity Plating present at location.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 10000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 10000kT of Hyper-Dense Cables present at location.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 10000
Weapon Type           := None

Name                  := Sphere World Placement Generator I
Description           := Provides the gravitational matrix needed to assemble a sphere world.
Pic Num               := 178
Tonnage Space Taken   := 2000
Tonnage Structure     := 1000
Cost Minerals         := 50000
Cost Organics         := 40000
Cost Radioactives     := 60000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1051
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sphereworlds
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a sphereworld around a star.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 20000kT of Gravity Plating present at location.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 20000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 20000kT of Hyper-Dense Cables present at location.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 20000
Weapon Type           := None

Name                  := Stellarforming Module I
Description           := Stabilizes a star and makes it somewhat habitable.
Pic Num               := 1731
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 5000
Cost Organics         := 4000
Cost Radioactives     := 60000
Vehicle Type          := Ship\Base
Supply Amount Used    := 700
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 26014
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellarforming
Tech Level Req 1      := 1
Number of Abilities   := 3
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Stabilizes a star and makes it somewhat habitable. Energy drain prevents the star from powering solar generators.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 1000kT of Gravity Plating present at location.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 1000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 1000kT of Hyper-Dense Cables present at location.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 1000
Weapon Type           := None

Name                  := Planetary Gravity Plating I
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 211
Tonnage Space Taken   := 200
Tonnage Structure     := 100
Cost Minerals         := 1300
Cost Organics         := 800
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1052
Roman Numeral         := 1
Custom Group          := 1
Number of Tech Req    := 1
Tech Area Req 1       := Megascale Engineering
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := None

Name                  := Hyper - Density Cables I
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 245
Tonnage Space Taken   := 100
Tonnage Structure     := 50
Cost Minerals         := 1500
Cost Organics         := 500
Cost Radioactives     := 1000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 1053
Roman Numeral         := 1
Custom Group          := 2
Number of Tech Req    := 1
Tech Area Req 1       := Megascale Engineering
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := None

Name                  := Crystalline Torpedo I
Description           := Hardened crystal projectile which will seek and explode against an enemy target.
Pic Num               := 261
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2046
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Construction
Tech Level Req 1      := 4
Tech Area Req 2       := Torpedo Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Crystallurgy
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 25 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 2
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := crystorp.wav
Weapon Family         := 41
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 40

Name                  := Energy Dampener I
Description           := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num               := 263
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Crystal Weapon Lenses
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships
Weapon Damage At Rng  := 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 10
Weapon Display Type   := Torp
Weapon Display        := 28
Weapon Modifier       := 0
Weapon Sound          := nrgdamp.wav
Weapon Family         := 42

Name                  := Shield Accelerator I
Description           := Temporal accelerator which causes a target's shields to burn out.
Pic Num               := 177
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2048
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Shield Destroying Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Tech Area Req 3       := Particle Beams
Tech Level Req 3      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 15
Weapon Modifier       := 0
Weapon Sound          := shldaccl.wav
Weapon Family         := 43

Name                  := Tachyon Cannon I
Description           := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num               := 419
Tonnage Space Taken   := 70
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 120
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 350
Restrictions          := None
General Group         := Weapons
Family                := 2049
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 4
Tech Area Req 2       := Temporal Studies
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 80 70 60 50 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Beam
Weapon Display        := 7
Weapon Modifier       := 10
Weapon Sound          := tachcann.wav
Weapon Family         := 44

Name                  := Mental Singularity Generator I
Description           := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num               := 253
Tonnage Space Taken   := 70
Tonnage Structure     := 70
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := All
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 2050
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Telekinesis
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 130 130 130 130 130 130 130 130 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 32
Weapon Modifier       := 20
Weapon Sound          := mentalg.wav
Weapon Family         := 45

Name                  := Drone Computer Core
Description           := The main computer core which controls a drone.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Primary Systems
Family                := 4000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a drone computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Drone Launcher I
Description           := Launches drones into space.
Pic Num               := 125
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 20
Cost Radioactives     := 20
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 120kT worth of cargo space.
Ability 2 Val 1       := 120
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Drone Launcher II
Description           := Launches drones into space.
Pic Num               := 125
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 180
Cost Organics         := 18
Cost Radioactives     := 18
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 168kT worth of cargo space.
Ability 2 Val 1       := 168
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Drone Launcher III
Description           := Launches drones into space.
Pic Num               := 125
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 162
Cost Organics         := 16
Cost Radioactives     := 16
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 235kT worth of cargo space.
Ability 2 Val 1       := 235
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Drone Launcher IV
Description           := Launches drones into space.
Pic Num               := 125
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 146
Cost Organics         := 15
Cost Radioactives     := 15
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 329kT worth of cargo space.
Ability 2 Val 1       := 329
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Drone Launcher V
Description           := Launches drones into space.
Pic Num               := 125
Tonnage Space Taken   := 40
Tonnage Structure     := 30
Cost Minerals         := 131
Cost Organics         := 13
Cost Radioactives     := 13
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 4001
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Launch Drones
Ability 1 Descr       := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched per game turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 461kT worth of cargo space.
Ability 2 Val 1       := 461
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Chemical Explosive Warhead I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 185
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 25
Cost Radioactives     := 75
Vehicle Type          := All
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 2042
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Tech Area Req 2       := Construction
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 36

Name                  := Ion Warhead I
Description           := Large warhead which will explode on contact with a ship. Damages only engines.
Pic Num               := 1306
Tonnage Space Taken   := 20
Tonnage Structure     := 10
Cost Minerals         := 75
Cost Organics         := 25
Cost Radioactives     := 100
Vehicle Type          := All
Supply Amount Used    := 25
Restrictions          := None
General Group         := Weapons
Family                := 25061
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 1
Tech Area Req 2       := Engine Destroying Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Explosive Warheads
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Engines
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 6873

Name                  := Tachyon Warhead I
Description           := Large warhead which will explode on contact with a ship. Damages only weapons.
Pic Num               := 1318
Tonnage Space Taken   := 30
Tonnage Structure     := 25
Cost Minerals         := 90
Cost Organics         := 25
Cost Radioactives     := 200
Vehicle Type          := All
Supply Amount Used    := 30
Restrictions          := None
General Group         := Weapons
Family                := 25062
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Particle Beams
Tech Level Req 1      := 4
Tech Area Req 2       := Weapon Destroying Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Explosive Warheads
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Weapons
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 6874

Name                  := Nuclear Warhead I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1700
Tonnage Space Taken   := 30
Tonnage Structure     := 25
Cost Minerals         := 200
Cost Organics         := 25
Cost Radioactives     := 500
Vehicle Type          := All
Supply Amount Used    := 50
Restrictions          := None
General Group         := Weapons
Family                := 25063
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Nuclear Power
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 6875

Name                  := Plasma Warhead I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1701
Tonnage Space Taken   := 30
Tonnage Structure     := 25
Cost Minerals         := 150
Cost Organics         := 25
Cost Radioactives     := 550
Vehicle Type          := All
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 25064
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Plasma Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 6876

Name                  := Antimatter Warhead I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1705
Tonnage Space Taken   := 30
Tonnage Structure     := 10
Cost Minerals         := 350
Cost Organics         := 225
Cost Radioactives     := 450
Vehicle Type          := All
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 25065
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antimatter
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 6877

Name                  := Subspace Warhead I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1308
Tonnage Space Taken   := 30
Tonnage Structure     := 10
Cost Minerals         := 450
Cost Organics         := 225
Cost Radioactives     := 550
Vehicle Type          := All
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 26032
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Subspace Physics
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Shields And Armor
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 6883

Name                  := Gravitic Warhead I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 1702
Tonnage Space Taken   := 30
Tonnage Structure     := 15
Cost Minerals         := 450
Cost Organics         := 250
Cost Radioactives     := 550
Vehicle Type          := All
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 26024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Antigravity
Tech Level Req 1      := 1
Tech Area Req 2       := Explosive Warheads
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 250 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Normal Shields
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 6877

Name                  := Command Unit
Description           := The headquarters unit of a ground force.
Pic Num               := 656
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 5
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 502
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains the command element of an army unit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 100

Name                  := Command Support Unit
Description           := The command support unit of larger ground forces.
Pic Num               := 653
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 5
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6860
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Support unit for larger armies
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 100

Name                  := Communications Relay
Description           := The mobile communications infrastructure required for larger ground forces.
Pic Num               := 672
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 6
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6861
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Essential for ground force communications
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Electronic Warfare Unit I
Description           := Squad with electronic warfare equipment.
Pic Num               := 213
Tonnage Space Taken   := 3
Tonnage Structure     := 4
Cost Minerals         := 6
Cost Organics         := 5
Cost Radioactives     := 7
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6859
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 1
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 15% attack bonus in combat.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 15% defense bonus in combat.
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 100

Name                  := Electronic Warfare Unit II
Description           := Squad with electronic warfare equipment.
Pic Num               := 213
Tonnage Space Taken   := 3
Tonnage Structure     := 4
Cost Minerals         := 5
Cost Organics         := 5
Cost Radioactives     := 6
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6859
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 20% defense bonus in combat.
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 100

Name                  := Electronic Warfare Unit III
Description           := Squad with electronic warfare equipment.
Pic Num               := 213
Tonnage Space Taken   := 3
Tonnage Structure     := 4
Cost Minerals         := 5
Cost Organics         := 4
Cost Radioactives     := 6
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6859
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 25% attack bonus in combat.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 25% defense bonus in combat.
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 100

Name                  := Electronic Warfare Unit IV
Description           := Squad with electronic warfare equipment.
Pic Num               := 213
Tonnage Space Taken   := 3
Tonnage Structure     := 4
Cost Minerals         := 4
Cost Organics         := 4
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6859
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 33% attack bonus in combat.
Ability 1 Val 1       := 33
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 33% defense bonus in combat.
Ability 2 Val 1       := 33
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 100

Name                  := Electronic Warfare Unit V
Description           := Squad with electronic warfare equipment.
Pic Num               := 213
Tonnage Space Taken   := 3
Tonnage Structure     := 4
Cost Minerals         := 4
Cost Organics         := 3
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6859
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Tech Area Req 2       := Electronic Warfare
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 43% attack bonus in combat.
Ability 1 Val 1       := 43
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Gives a 43% defense bonus in combat.
Ability 2 Val 1       := 43
Ability 2 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 100

Name                  := Theater Shield I
Description           := Mobile Theater Shield Generator.
Pic Num               := 741
Tonnage Space Taken   := 4
Tonnage Structure     := 5
Cost Minerals         := 10
Cost Organics         := 5
Cost Radioactives     := 12
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6858
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 1
Tech Area Req 2       := Troops
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 10 shield points.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Theater Shield II
Description           := Mobile Theater Shield Generator.
Pic Num               := 741
Tonnage Space Taken   := 4
Tonnage Structure     := 5
Cost Minerals         := 9
Cost Organics         := 5
Cost Radioactives     := 11
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6858
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Tech Area Req 2       := Troops
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 13 shield points.
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Theater Shield III
Description           := Mobile Theater Shield Generator.
Pic Num               := 741
Tonnage Space Taken   := 4
Tonnage Structure     := 5
Cost Minerals         := 8
Cost Organics         := 4
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6858
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Tech Area Req 2       := Troops
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 17 shield points.
Ability 1 Val 1       := 17
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Theater Shield IV
Description           := Mobile Theater Shield Generator.
Pic Num               := 741
Tonnage Space Taken   := 4
Tonnage Structure     := 5
Cost Minerals         := 7
Cost Organics         := 4
Cost Radioactives     := 9
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6858
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Tech Area Req 2       := Troops
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 22 shield points.
Ability 1 Val 1       := 22
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Theater Shield V
Description           := Mobile Theater Shield Generator.
Pic Num               := 741
Tonnage Space Taken   := 4
Tonnage Structure     := 5
Cost Minerals         := 7
Cost Organics         := 3
Cost Radioactives     := 8
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6858
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Tech Area Req 2       := Troops
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Generates 29 shield points.
Ability 1 Val 1       := 29
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Infantry I
Description           := Ground Troops designed to secure and hold territory.
Pic Num               := 1187
Tonnage Space Taken   := 2
Tonnage Structure     := 3
Cost Minerals         := 7
Cost Organics         := 8
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Infantry II
Description           := Ground Troops designed to secure and hold territory.
Pic Num               := 1187
Tonnage Space Taken   := 2
Tonnage Structure     := 3
Cost Minerals         := 6
Cost Organics         := 7
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Infantry III
Description           := Ground Troops designed to secure and hold territory.
Pic Num               := 1187
Tonnage Space Taken   := 2
Tonnage Structure     := 4
Cost Minerals         := 6
Cost Organics         := 6
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Infantry IV
Description           := Ground Troops designed to secure and hold territory.
Pic Num               := 1187
Tonnage Space Taken   := 2
Tonnage Structure     := 4
Cost Minerals         := 5
Cost Organics         := 6
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Infantry V
Description           := Ground Troops designed to secure and hold territory.
Pic Num               := 1187
Tonnage Space Taken   := 2
Tonnage Structure     := 4
Cost Minerals         := 5
Cost Organics         := 5
Cost Radioactives     := 3
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Clone Infantry I
Description           := Ground Troops designed to secure and hold territory. Cloned troops are much cheaper than conventional infantry.
Pic Num               := 1188
Tonnage Space Taken   := 2
Tonnage Structure     := 3
Cost Minerals         := 5
Cost Organics         := 9
Cost Radioactives     := 3
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 26038
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 1
Tech Area Req 2       := Genetics
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Clone Infantry II
Description           := Ground Troops designed to secure and hold territory. Cloned troops are much cheaper than conventional infantry.
Pic Num               := 1188
Tonnage Space Taken   := 2
Tonnage Structure     := 3
Cost Minerals         := 4
Cost Organics         := 7
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 26038
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Genetics
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Clone Infantry III
Description           := Ground Troops designed to secure and hold territory. Cloned troops are much cheaper than conventional infantry.
Pic Num               := 1188
Tonnage Space Taken   := 2
Tonnage Structure     := 4
Cost Minerals         := 3
Cost Organics         := 6
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 26038
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Genetics
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Clone Infantry IV
Description           := Ground Troops designed to secure and hold territory. Cloned troops are much cheaper than conventional infantry.
Pic Num               := 1188
Tonnage Space Taken   := 2
Tonnage Structure     := 4
Cost Minerals         := 3
Cost Organics         := 5
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 26038
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Tech Area Req 2       := Genetics
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Clone Infantry V
Description           := Ground Troops designed to secure and hold territory. Cloned troops are much cheaper than conventional infantry.
Pic Num               := 1188
Tonnage Space Taken   := 2
Tonnage Structure     := 4
Cost Minerals         := 2
Cost Organics         := 4
Cost Radioactives     := 1
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 26038
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Tech Area Req 2       := Genetics
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Marines I
Description           := Ground Troops designed to drop directly from a starship, striking first and fast.
Pic Num               := 1187
Tonnage Space Taken   := 3
Tonnage Structure     := 4
Cost Minerals         := 20
Cost Organics         := 25
Cost Radioactives     := 15
Vehicle Type          := Troop
Supply Amount Used    := 2
Restrictions          := None
General Group         := Troops
Family                := 25077
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6879

Name                  := Marines II
Description           := Ground Troops designed to drop directly from a starship, striking first and fast.
Pic Num               := 1187
Tonnage Space Taken   := 3
Tonnage Structure     := 5
Cost Minerals         := 18
Cost Organics         := 23
Cost Radioactives     := 14
Vehicle Type          := Troop
Supply Amount Used    := 2
Restrictions          := None
General Group         := Troops
Family                := 25077
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Military Science
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6879

Name                  := Marines III
Description           := Ground Troops designed to drop directly from a starship, striking first and fast.
Pic Num               := 1187
Tonnage Space Taken   := 3
Tonnage Structure     := 7
Cost Minerals         := 16
Cost Organics         := 20
Cost Radioactives     := 12
Vehicle Type          := Troop
Supply Amount Used    := 2
Restrictions          := None
General Group         := Troops
Family                := 25077
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Military Science
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 16 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6879

Name                  := Marines IV
Description           := Ground Troops designed to drop directly from a starship, striking first and fast.
Pic Num               := 1187
Tonnage Space Taken   := 3
Tonnage Structure     := 9
Cost Minerals         := 15
Cost Organics         := 18
Cost Radioactives     := 11
Vehicle Type          := Troop
Supply Amount Used    := 2
Restrictions          := None
General Group         := Troops
Family                := 25077
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Tech Area Req 2       := Military Science
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 21 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6879

Name                  := Marines V
Description           := Ground Troops designed to drop directly from a starship, striking first and fast.
Pic Num               := 1187
Tonnage Space Taken   := 3
Tonnage Structure     := 11
Cost Minerals         := 13
Cost Organics         := 16
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 2
Restrictions          := None
General Group         := Troops
Family                := 25077
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Tech Area Req 2       := Military Science
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 28 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6879

Name                  := Scout Infantry I
Description           := Light Ground Troops
Pic Num               := 327
Tonnage Space Taken   := 2
Tonnage Structure     := 3
Cost Minerals         := 7
Cost Organics         := 13
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 1
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Front-line reconnaissance troops take fire first
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Scout Infantry II
Description           := Light Ground Troops
Pic Num               := 327
Tonnage Space Taken   := 2
Tonnage Structure     := 4
Cost Minerals         := 6
Cost Organics         := 12
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Front-line reconnaissance troops take fire first
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Scout Infantry III
Description           := Light Ground Troops
Pic Num               := 327
Tonnage Space Taken   := 2
Tonnage Structure     := 5
Cost Minerals         := 6
Cost Organics         := 11
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Front-line reconnaissance troops take fire first
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Scout Infantry IV
Description           := Light Ground Troops
Pic Num               := 327
Tonnage Space Taken   := 2
Tonnage Structure     := 7
Cost Minerals         := 5
Cost Organics         := 9
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Front-line reconnaissance troops take fire first
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Scout Infantry V
Description           := Light Ground Troops
Pic Num               := 327
Tonnage Space Taken   := 2
Tonnage Structure     := 9
Cost Minerals         := 5
Cost Organics         := 9
Cost Radioactives     := 3
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Front-line reconnaissance troops take fire first
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Battle Androids I
Description           := Android Ground Troops
Pic Num               := 1143
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 13
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 1
Tech Area Req 2       := Troops
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Battle Androids II
Description           := Android Ground Troops
Pic Num               := 1143
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 12
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 2
Tech Area Req 2       := Troops
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Battle Androids III
Description           := Android Ground Troops
Pic Num               := 1143
Tonnage Space Taken   := 4
Tonnage Structure     := 5
Cost Minerals         := 11
Cost Organics         := 4
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 3
Tech Area Req 2       := Troops
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 16 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Battle Androids IV
Description           := Android Ground Troops
Pic Num               := 1143
Tonnage Space Taken   := 4
Tonnage Structure     := 5
Cost Minerals         := 9
Cost Organics         := 4
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 4
Tech Area Req 2       := Troops
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 21 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Battle Androids V
Description           := Android Ground Troops
Pic Num               := 1143
Tonnage Space Taken   := 4
Tonnage Structure     := 6
Cost Minerals         := 9
Cost Organics         := 3
Cost Radioactives     := 3
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6855
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 5
Tech Area Req 2       := Troops
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 28 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6855

Name                  := Armored Vehicle Unit I
Description           := Heavy Armored Fighting Vehicle
Pic Num               := 123
Tonnage Space Taken   := 4
Tonnage Structure     := 6
Cost Minerals         := 20
Cost Organics         := 10
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6854
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6854

Name                  := Armored Vehicle Unit II
Description           := Heavy Armored Fighting Vehicle
Pic Num               := 123
Tonnage Space Taken   := 4
Tonnage Structure     := 7
Cost Minerals         := 18
Cost Organics         := 9
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6854
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 19 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6854

Name                  := Armored Vehicle Unit III
Description           := Heavy Armored Fighting Vehicle
Pic Num               := 123
Tonnage Space Taken   := 4
Tonnage Structure     := 9
Cost Minerals         := 16
Cost Organics         := 8
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6854
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6854

Name                  := Armored Vehicle Unit IV
Description           := Heavy Armored Fighting Vehicle
Pic Num               := 123
Tonnage Space Taken   := 4
Tonnage Structure     := 10
Cost Minerals         := 15
Cost Organics         := 7
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6854
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 32 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6854

Name                  := Armored Vehicle Unit V
Description           := Heavy Armored Fighting Vehicle
Pic Num               := 123
Tonnage Space Taken   := 4
Tonnage Structure     := 12
Cost Minerals         := 13
Cost Organics         := 7
Cost Radioactives     := 3
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6854
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troops
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 42 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6854

Name                  := Scout Mech I
Description           := Lightly armored scout walker
Pic Num               := 1225
Tonnage Space Taken   := 4
Tonnage Structure     := 6
Cost Minerals         := 40
Cost Organics         := 10
Cost Radioactives     := 20
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 26012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mecha
Tech Level Req 1      := 1
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6854

Name                  := Heavy Mech I
Description           := Heavily armored combat walker
Pic Num               := 1229
Tonnage Space Taken   := 5
Tonnage Structure     := 8
Cost Minerals         := 60
Cost Organics         := 20
Cost Radioactives     := 30
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 26013
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mecha
Tech Level Req 1      := 1
Tech Area Req 2       := Troops
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6854

Name                  := Artillery I
Description           := Heavy Gun for ground bombardment
Pic Num               := 359
Tonnage Space Taken   := 3
Tonnage Structure     := 1
Cost Minerals         := 10
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6857
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Projectile Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6857

Name                  := Artillery II
Description           := Heavy Gun for ground bombardment
Pic Num               := 359
Tonnage Space Taken   := 3
Tonnage Structure     := 2
Cost Minerals         := 9
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6857
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Projectile Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 26 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6857

Name                  := Artillery III
Description           := Heavy Gun for ground bombardment
Pic Num               := 359
Tonnage Space Taken   := 3
Tonnage Structure     := 4
Cost Minerals         := 8
Cost Organics         := 4
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6857
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Tech Area Req 2       := Projectile Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 33 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6857

Name                  := Artillery IV
Description           := Heavy Gun for ground bombardment
Pic Num               := 359
Tonnage Space Taken   := 3
Tonnage Structure     := 5
Cost Minerals         := 7
Cost Organics         := 4
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6857
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Tech Area Req 2       := Projectile Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 43 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6857

Name                  := Artillery V
Description           := Heavy Gun for ground bombardment
Pic Num               := 359
Tonnage Space Taken   := 3
Tonnage Structure     := 7
Cost Minerals         := 7
Cost Organics         := 3
Cost Radioactives     := 3
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Troops
Family                := 6857
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 6
Tech Area Req 2       := Projectile Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 57 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := apbeam.wav
Weapon Family         := 6857

Name                  := Prefabricated Fortifications I
Description           := Able to withstand massive amounts of damage, Prefabricated Fortifications have no offensive capacity.
Pic Num               := 469
Tonnage Space Taken   := 4
Tonnage Structure     := 11
Cost Minerals         := 10
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Tech Area Req 3       := Construction
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Fortifications take damage first
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Prefabricated Fortifications II
Description           := Able to withstand massive amounts of damage, Prefabricated Fortifications have no offensive capacity.
Pic Num               := 469
Tonnage Space Taken   := 4
Tonnage Structure     := 15
Cost Minerals         := 9
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6007
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Tech Area Req 3       := Construction
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Fortifications take damage first
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Prefabricated Fortifications III
Description           := Able to withstand massive amounts of damage, Prefabricated Fortifications have no offensive capacity.
Pic Num               := 469
Tonnage Space Taken   := 4
Tonnage Structure     := 22
Cost Minerals         := 8
Cost Organics         := 4
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6007
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Tech Area Req 3       := Construction
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Fortifications take damage first
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Prefabricated Fortifications IV
Description           := Able to withstand massive amounts of damage, Prefabricated Fortifications have no offensive capacity.
Pic Num               := 469
Tonnage Space Taken   := 4
Tonnage Structure     := 30
Cost Minerals         := 7
Cost Organics         := 4
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6007
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Tech Area Req 3       := Construction
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Fortifications take damage first
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Prefabricated Fortifications V
Description           := Able to withstand massive amounts of damage, Prefabricated Fortifications have no offensive capacity.
Pic Num               := 469
Tonnage Space Taken   := 4
Tonnage Structure     := 42
Cost Minerals         := 7
Cost Organics         := 3
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6007
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Troops
Tech Level Req 1      := 6
Tech Area Req 2       := Military Science
Tech Level Req 2      := 2
Tech Area Req 3       := Construction
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Fortifications take damage first
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Motivation Unit I
Description           := Motivation Squad maintains discipline and forcibly boosts morale.
Pic Num               := 1183
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 5
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 2
Tech Area Req 2       := Sociology/Psychology
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 5% attack bonus to stack.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Motivation Unit II
Description           := Motivation Squad maintains discipline and forcibly boosts morale.
Pic Num               := 1183
Tonnage Space Taken   := 4
Tonnage Structure     := 5
Cost Minerals         := 5
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 3
Tech Area Req 2       := Sociology/Psychology
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 7% attack bonus to stack.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Motivation Unit III
Description           := Motivation Squad maintains discipline and forcibly boosts morale.
Pic Num               := 1183
Tonnage Space Taken   := 4
Tonnage Structure     := 6
Cost Minerals         := 4
Cost Organics         := 4
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 4
Tech Area Req 2       := Sociology/Psychology
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus to stack.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Motivation Unit IV
Description           := Motivation Squad maintains discipline and forcibly boosts morale.
Pic Num               := 1183
Tonnage Space Taken   := 4
Tonnage Structure     := 7
Cost Minerals         := 4
Cost Organics         := 4
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 5
Tech Area Req 2       := Sociology/Psychology
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 14% attack bonus to stack.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Motivation Unit V
Description           := Motivation Squad maintains discipline and forcibly boosts morale.
Pic Num               := 1183
Tonnage Space Taken   := 4
Tonnage Structure     := 8
Cost Minerals         := 3
Cost Organics         := 3
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troops
Tech Level Req 1      := 6
Tech Area Req 2       := Sociology/Psychology
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 19% attack bonus to stack.
Ability 1 Val 1       := 19
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Unit I
Description           := Medical Team provides medical aid and support to ground troops.
Pic Num               := 655
Tonnage Space Taken   := 4
Tonnage Structure     := 7
Cost Minerals         := 5
Cost Organics         := 8
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medicine
Tech Level Req 1      := 1
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 5% defense bonus to stack.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Unit II
Description           := Medical Team provides medical aid and support to ground troops.
Pic Num               := 655
Tonnage Space Taken   := 4
Tonnage Structure     := 8
Cost Minerals         := 5
Cost Organics         := 7
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medicine
Tech Level Req 1      := 2
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 7% defense bonus to stack.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Unit III
Description           := Medical Team provides medical aid and support to ground troops.
Pic Num               := 655
Tonnage Space Taken   := 4
Tonnage Structure     := 10
Cost Minerals         := 4
Cost Organics         := 6
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medicine
Tech Level Req 1      := 3
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 10% defense bonus to stack.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Unit IV
Description           := Medical Team provides medical aid and support to ground troops.
Pic Num               := 655
Tonnage Space Taken   := 4
Tonnage Structure     := 12
Cost Minerals         := 4
Cost Organics         := 6
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medicine
Tech Level Req 1      := 4
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 14% defense bonus to stack.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Unit V
Description           := Medical Team provides medical aid and support to ground troops.
Pic Num               := 655
Tonnage Space Taken   := 4
Tonnage Structure     := 15
Cost Minerals         := 3
Cost Organics         := 5
Cost Radioactives     := 3
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Troops
Family                := 6003
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medicine
Tech Level Req 1      := 5
Tech Area Req 2       := Troops
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Gives a 19% defense bonus to stack.
Ability 1 Val 1       := 19
Ability 1 Val 2       := 0
Weapon Type           := None

=======================================================================================
*END*
=======================================================================================
