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FACILITY DATA FILE - FE Mod
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Name:
  The name of this facility

Description:
  A general description for this facility.

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

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

Restrictions:
  Not Used.

Pic Num:
  The index into the Facilities bitmap.

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

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

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


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*BEGIN*
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Name                := Capitol City Resources
Description         := Starting Cities generate better income.
Facility Group      := Starting City Facilities
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 1000000
Cost Organics       := 1000000
Cost Radioactives   := 1000000
Number of Tech Req  := 1
Tech Area Req 1     := Recruitment and Construction
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 600 minerals, 500 orgs and 100 mana each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 250 research points each turn.
Ability 4 Val 1     := 250
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 50 intelligence points per turn.
Ability 5 Val 1     := 50
Ability 5 Val 2     := 0

Name                := Capitol City Resources II
Description         := Starting Cities generate better income.
Facility Group      := Starting City Facilities
Facility Family     := 100
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 1000000
Cost Organics       := 1000000
Cost Radioactives   := 1000000
Number of Tech Req  := 1
Tech Area Req 1     := Recruitment and Construction
Tech Level Req 1    := 3
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1600 minerals, 1500 orgs and 1000 mana each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 250 research points each turn.
Ability 4 Val 1     := 250
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 50 intelligence points per turn.
Ability 5 Val 1     := 50
Ability 5 Val 2     := 0

Name                := Specialized Recruitment Center I
Description         := Center for building and recruiting with a focus in non-magical troops and buildings.
Facility Group      := City Infrastructure
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 8000
Cost Organics       := 4000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Recruitment and Construction
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 100 mana (rads) per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 100

Name                := Specialized Recruitment Center II
Description         := Center for building and recruiting with a focus in non-magical troops and buildings.
Facility Group      := City Infrastructure
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 9000
Cost Organics       := 4500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Recruitment and Construction
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 100 mana (rads) per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 100

Name                := Specialized Recruitment Center III
Description         := Center for building and recruiting with a focus in non-magical troops and buildings.
Facility Group      := City Infrastructure
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Recruitment and Construction
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 100 mana (rads) per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 100

Name                := Recruitment Center I
Description         := Center for general building and recruiting.
Facility Group      := City Infrastructure
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 4000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Recruitment and Construction
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 mana (rads) per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2000

Name                := Recruitment Center II
Description         := Center for general building and recruiting.
Facility Group      := City Infrastructure
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 9000
Cost Organics       := 4500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Recruitment and Construction
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 mana (rads) per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500

Name                := Recruitment Center III
Description         := Center for general building and recruiting.
Facility Group      := City Infrastructure
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Recruitment and Construction
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3000 mana (rads) per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3000

Name                := Marketplace
Description         := Meeting place for all the cities in one land.
Facility Group      := City Infrastructure
Facility Family     := 12
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 6000
Cost Organics       := 3000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Recruitment and Construction
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a marketplace for this entire land.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Collects 500 minerals in revenue each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := Collects 500 organics in revenue each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := Collects 500 mana (rads) in revenue each turn.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0

Name                := Supplies
Description         := Resupplies any character that moves through the city it occupies.  Characters may also make repairs and heal their wounds here (3 components). 
Facility Group      := City Infrastructure
Facility Family     := 13
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2500
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Recruitment and Construction
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Generates unlimited supplies each turn.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Component Repair
Ability 2 Descr     := Can heal or repair 3 components per turn.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0

Name                := Healing Grounds
Description         := Temple, Hospital, or Chop Shop.  Characters may make repairs and heal their wounds here (5 components). 
Facility Group      := City Infrastructure
Facility Family     := 14
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 37
Cost Minerals       := 1000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Recruitment and Construction
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can heal or repair 5 components per turn.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Ore Mine I
Description         := Mine for mineral resources.
Facility Group      := Resources
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Miners Guild
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Ore Mine II
Description         := Mine for mineral resources.
Facility Group      := Resources
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Miners Guild
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Ore Mine III
Description         := Mine for mineral resources.
Facility Group      := Resources
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Miners Guild
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Ore Mine IV
Description         := Mine for mineral resources.
Facility Group      := Resources
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 3000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Miners Guild
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Ore Mine V
Description         := Mine for mineral resources.
Facility Group      := Resources
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 3500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Miners Guild
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1500 minerals each turn.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0

Name                := Farm I
Description         := Farm for organic resources.
Facility Group      := Resources
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Farmers Guild
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Farms 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0

Name                := Farm II
Description         := Farm for organic resources.
Facility Group      := Resources
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Farmers Guild
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Farms 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0

Name                := Farm III
Description         := Farm for organic resources.
Facility Group      := Resources
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Farmers Guild
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Farms 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0

Name                := Farm IV
Description         := Farm for organic resources.
Facility Group      := Resources
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 3000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Farmers Guild
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Farms 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0

Name                := Farm V
Description         := Farm for organic resources.
Facility Group      := Resources
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 3500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Farmers Guild
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Farms 1500 organics each turn.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0

Name                := Mana Extractor I
Description         := Extracts mana from the aether.
Facility Group      := Resources
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Mana Guild
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 mana (radioactives) each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Mana Extractor II
Description         := Extracts mana from the aether.
Facility Group      := Resources
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Mana Guild
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 mana (radioactives) each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Mana Extractor III
Description         := Extracts mana from the aether.
Facility Group      := Resources
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Mana Guild
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 mana (radioactives) each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Mana Extractor IV
Description         := Extracts mana from the aether.
Facility Group      := Resources
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 3000
Cost Organics       := 0
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Mana Guild
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1100 mana (radioactives) each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Mana Extractor V
Description         := Extracts mana from the aether.
Facility Group      := Resources
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 3500
Cost Organics       := 0
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Mana Guild
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1500 mana (radioactives) each turn.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0

Name                := Thieves Guild I
Description         := Guild for thieves, spies, and ne'erdowells.
Facility Group      := Research and Intelligence
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Thieves Guild
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intel points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Thieves Guild II
Description         := Guild for thieves, spies, and ne'erdowells.
Facility Group      := Research and Intelligence
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 1250
Cost Organics       := 0
Cost Radioactives   := 400
Number of Tech Req  := 1
Tech Area Req 1     := Thieves Guild
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intel points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Thieves Guild III
Description         := Guild for thieves, spies, and ne'erdowells.
Facility Group      := Research and Intelligence
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 600
Number of Tech Req  := 1
Tech Area Req 1     := Thieves Guild
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intel points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Thieves Guild IV
Description         := Guild for thieves, spies, and ne'erdowells.
Facility Group      := Research and Intelligence
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 800
Number of Tech Req  := 1
Tech Area Req 1     := Thieves Guild
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intel points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Thieves Guild V
Description         := Guild for thieves, spies, and ne'erdowells.
Facility Group      := Research and Intelligence
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Thieves Guild
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intel points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Sages Guild I
Description         := Sages research both mundane and magical matters.
Facility Group      := Research and Intelligence
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Sages Guild
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 Research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Sages Guild II
Description         := Sages research both mundane and magical matters.
Facility Group      := Research and Intelligence
Facility Family     := 5
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 1500
Number of Tech Req  := 1
Tech Area Req 1     := Sages Guild
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 Research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Sages Guild III
Description         := Sages research both mundane and magical matters.
Facility Group      := Research and Intelligence
Facility Family     := 5
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Sages Guild
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 Research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Sages Guild IV
Description         := Sages research both mundane and magical matters.
Facility Group      := Research and Intelligence
Facility Family     := 5
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 2500
Number of Tech Req  := 1
Tech Area Req 1     := Sages Guild
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 Research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Sages Guild V
Description         := Sages research both mundane and magical matters.
Facility Group      := Research and Intelligence
Facility Family     := 5
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 3000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Sages Guild
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 Research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Merchants Guild I
Description         := Merchants collective dealing with ore, foodstuffs, and mana.
Facility Group      := Resources
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Merchants Guild
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production in a city by 10% (only 1 facility per city effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production in a city by 10% (only 1 facility per city effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase mana production in a city by 10% (only 1 facility per city effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Merchants Guild II
Description         := Merchants collective dealing with ore, foodstuffs, and mana.
Facility Group      := Resources
Facility Family     := 6
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 11000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Merchants Guild
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production in a city by 15% (only 1 facility per city effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production in a city by 15% (only 1 facility per city effective).
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase mana production in a city by 15% (only 1 facility per city effective).
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Merchants Guild III
Description         := Merchants collective dealing with ore, foodstuffs, and mana.
Facility Group      := Resources
Facility Family     := 6
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 12000
Cost Organics       := 7000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Merchants Guild
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production in a city by 20% (only 1 facility per city effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production in a city by 20% (only 1 facility per city effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase mana production in a city by 20% (only 1 facility per city effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Merchants Guild IV
Description         := Merchants collective dealing with ore, foodstuffs, and mana.
Facility Group      := Resources
Facility Family     := 6
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 13000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Merchants Guild
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production in a city by 30% (only 1 facility per city effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production in a city by 30% (only 1 facility per city effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase mana production in a city by 30% (only 1 facility per city effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

Name                := Merchants Guild V
Description         := Merchants collective dealing with ore, foodstuffs, and mana.
Facility Group      := Resources
Facility Family     := 6
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 15000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Merchants Guild
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production in a city by 40% (only 1 facility per city effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production in a city by 40% (only 1 facility per city effective).
Ability 2 Val 1     := 40
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase mana production in a city by 40% (only 1 facility per city effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Information Guild I
Description         := Facilitates the dissemation of information.
Facility Group      := Research and Intelligence
Facility Family     := 7
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Information Guild
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a city by 10% (only 1 facility per city effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Point Generation Modifier - Intelligence
Ability 2 Descr     := Increase all intelligence generation in a city by 10% (only 1 facility per city effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Information Guild II
Description         := Facilitates the dissemation of information.
Facility Group      := Research and Intelligence
Facility Family     := 7
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Information Guild
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a city by 15% (only 1 facility per city effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Point Generation Modifier - Intelligence
Ability 2 Descr     := Increase all intelligence generation in a city by 15% (only 1 facility per city effective).
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0

Name                := Information Guild III
Description         := Facilitates the dissemation of information.
Facility Group      := Research and Intelligence
Facility Family     := 7
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Information Guild
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a city by 20% (only 1 facility per city effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Point Generation Modifier - Intelligence
Ability 2 Descr     := Increase all intelligence generation in a city by 20% (only 1 facility per city effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := Information Guild IV
Description         := Facilitates the dissemation of information.
Facility Group      := Research and Intelligence
Facility Family     := 7
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Information Guild
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a city by 30% (only 1 facility per city effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Point Generation Modifier - Intelligence
Ability 2 Descr     := Increase all intelligence generation in a city by 30% (only 1 facility per city effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0

Name                := Information Guild V
Description         := Facilitates the dissemation of information.
Facility Group      := Research and Intelligence
Facility Family     := 7
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Information Guild
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a city by 40% (only 1 facility per city effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Point Generation Modifier - Intelligence
Ability 2 Descr     := Increase all intelligence generation in a city by 40% (only 1 facility per city effective).
Ability 2 Val 1     := 40
Ability 2 Val 2     := 0

Name                := Underground Tunnels I
Description         := Underground labyrinths which provide extra cargo space to a city.
Facility Group      := Storage
Facility Family     := 8
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 12
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Miners Guild
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Underground Tunnels II
Description         := Underground labyrinths which provide extra cargo space to a city.
Facility Group      := Storage
Facility Family     := 8
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 12
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Miners Guild
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Underground Tunnels III
Description         := Underground labyrinths which provide extra cargo space to a city.
Facility Group      := Storage
Facility Family     := 8
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 12
Cost Minerals       := 3000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Miners Guild
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Gringotts Vault I
Description         := A gnomish mineral vault.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Miners Guild
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Gringotts Vault II
Description         := A gnomish mineral vault.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Miners Guild
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Gringotts Vault III
Description         := A gnomish mineral vault.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Miners Guild
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mana Matrix I
Description         := A crystalline mana storing matrix..
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 14
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Mana Storage
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 mana (radioactives).
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mana Matrix II
Description         := A crystalline mana storing matrix..
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 14
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Mana Storage
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 25000 mana (radioactives).
Ability 1 Val 1     := 25000
Ability 1 Val 2     := 0

Name                := Mana Matrix III
Description         := A crystalline mana storing matrix..
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 14
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Mana Storage
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 mana (radioactives).
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mana Matrix IV
Description         := A crystalline mana storing matrix..
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 14
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Mana Storage
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 35000 mana (radioactives).
Ability 1 Val 1     := 35000
Ability 1 Val 2     := 0

Name                := Mana Matrix V
Description         := A crystalline mana storing matrix..
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 14
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Mana Storage
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 mana (radioactives).
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mana Generataion Matrix I
Description         := Extracts mana from the aether and stores it.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 15
Cost Minerals       := 4000
Cost Organics       := 0
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Mana Storage
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 mana (radioactives).
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Radioactives
Ability 2 Descr     := Generates 400 mana per aether nexus (star) each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0

Name                := Mana Generataion Matrix II
Description         := Extracts mana from the aether and stores it.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 15
Cost Minerals       := 4000
Cost Organics       := 0
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Mana Storage
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 mana (radioactives).
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Radioactives
Ability 2 Descr     := Generates 600 mana per aether nexus (star) each turn.
Ability 2 Val 1     := 600
Ability 2 Val 2     := 0

Name                := Mana Generataion Matrix III
Description         := Extracts mana from the aether and stores it.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 15
Cost Minerals       := 4000
Cost Organics       := 0
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Mana Storage
Tech Level Req 1    := 7
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 mana (radioactives).
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Radioactives
Ability 2 Descr     := Generates 800 mana per aether nexus (star) each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0

Name                := Temple of Light I
Description         := A temple to the Holy Gods of Light.
Facility Group      := Temples
Facility Family     := 21
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 7000
Cost Organics       := 7000
Cost Radioactives   := 7000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 1
Tech Area Req 2     := Holy Arts
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this entire land.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this entire land will reproduce 3% faster (only one effective per land).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := All city populations in this land will grow happier (+1%; only one effective per land).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Temple of Light II
Description         := A temple to the Holy Gods of Light.
Facility Group      := Temples
Facility Family     := 21
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 7000
Cost Organics       := 7000
Cost Radioactives   := 7000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 1
Tech Area Req 2     := Holy Arts
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this entire land.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this entire land will reproduce 5% faster (only one effective per land).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := All city populations in this land will grow happier (+1%; only one effective per land).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Temple of Light III
Description         := A temple to the Holy Gods of Light.
Facility Group      := Temples
Facility Family     := 21
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 7000
Cost Organics       := 7000
Cost Radioactives   := 7000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 3
Tech Area Req 2     := Holy Arts
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 4 plagues in this entire land.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this entire land will reproduce 7% faster (only one effective per land).
Ability 2 Val 1     := 7
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := All city populations in this land will grow happier (+2%; only one effective per land).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Temple of Divine Sight I
Description         := Discerns the nature of all enemies in the land and aids in battle.
Facility Group      := Temples
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 1
Tech Area Req 2     := Visions
Tech Level Req 2    := 4
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Discerns the nature of all enemies in the entire land.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 3% combat bonus to all characters in this land (only 1 effective per land).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0

Name                := Temple of Divine Sight II
Description         := Discerns the nature of all enemies in the land and aids in battle.
Facility Group      := Temples
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 3
Tech Area Req 2     := Visions
Tech Level Req 2    := 4
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Discerns the nature of all enemies in the entire land.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 6% combat bonus to all characters in this land (only 1 effective per land).
Ability 2 Val 1     := 6
Ability 2 Val 2     := 0

Name                := Temple of Divine Sight III
Description         := Discerns the nature of all enemies in the land and aids in battle.
Facility Group      := Temples
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 5
Tech Area Req 2     := Visions
Tech Level Req 2    := 4
Number of Abilities := 2
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Discerns the nature of all enemies in the entire land.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 9% combat bonus to all characters in this land (only 1 effective per land).
Ability 2 Val 1     := 9
Ability 2 Val 2     := 0

Name                := Temple of the Horn I
Description         := A temple used to communicate with the demonkind.
Facility Group      := Temples
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 18
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 1
Tech Area Req 2     := Demonic Converse
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 10% damage bonus to all of our weapons used in this land (only 1 effective per land).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Temple of the Horn II
Description         := A temple used to communicate with the demonkind.
Facility Group      := Temples
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 18
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 2
Tech Area Req 2     := Demonic Converse
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 20% damage bonus to all of our weapons used in this land (only 1 effective per land).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Temple of the Horn III
Description         := A temple used to communicate with the demonkind.
Facility Group      := Temples
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 18
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 3
Tech Area Req 2     := Demonic Converse
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 30% damage bonus to all of our weapons used in this land (only 1 effective per land).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Temple of Air I
Description         := A temple to the element of Air.
Facility Group      := Temples
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 19
Cost Minerals       := 25000
Cost Organics       := 5000
Cost Radioactives   := 25000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 4
Tech Area Req 2     := Air
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the alignment (atmosphere) of the city to one that is inhabitable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Temple of Air II
Description         := A temple to the element of Air.
Facility Group      := Temples
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 19
Cost Minerals       := 25000
Cost Organics       := 5000
Cost Radioactives   := 25000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 5
Tech Area Req 2     := Air
Tech Level Req 2    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the alignment (atmosphere) of the city to one that is inhabitable by its colony over 1.5 years.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Temple of Air III
Description         := A temple to the element of Air.
Facility Group      := Temples
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 19
Cost Minerals       := 25000
Cost Organics       := 5000
Cost Radioactives   := 25000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 6
Tech Area Req 2     := Air
Tech Level Req 2    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the alignment (atmosphere) of the city to one that is inhabitable by its colony over 1 year.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Temple of Earth I
Description         := A temple to the element of Earth.
Facility Group      := Temples
Facility Family     := 25
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 20
Cost Minerals       := 8000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 2
Tech Area Req 2     := Earth
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the city by 5% each year.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Minerals
Ability 2 Descr     := Generates 300 minerals per aether nexus each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0

Name                := Temple of Earth II
Description         := A temple to the element of Earth.
Facility Group      := Temples
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 20
Cost Minerals       := 8000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 3
Tech Area Req 2     := Earth
Tech Level Req 2    := 3
Number of Abilities := 2
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the city by 10% each year.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Minerals
Ability 2 Descr     := Generates 400 minerals per aether nexus each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0

Name                := Temple of Earth III
Description         := A temple to the element of Earth.
Facility Group      := Temples
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 20
Cost Minerals       := 8000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 4
Tech Area Req 2     := Earth
Tech Level Req 2    := 5
Number of Abilities := 2
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the city by 15% each year.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Minerals
Ability 2 Descr     := Generates 500 minerals per aether nexus each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Temple of Fire I
Description         := A temple to the element of fire.
Facility Group      := Temples
Facility Family     := 26
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 2
Tech Area Req 2     := Fire
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases all characters' magical shielding in the land by 100 shield points (only 1 per land effective).
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0

Name                := Temple of Fire II
Description         := A temple to the element of fire.
Facility Group      := Temples
Facility Family     := 26
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 4
Tech Area Req 2     := Fire
Tech Level Req 2    := 5
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases all characters' magical shielding in the land by 200 shield points (only 1 per land effective).
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Temple of Fire III
Description         := A temple to the element of fire.
Facility Group      := Temples
Facility Family     := 26
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 6
Tech Area Req 2     := Fire
Tech Level Req 2    := 7
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases all characters' magical shielding in the land by 300 shield points (only 1 per land effective).
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Temple of Water I
Description         := A temple to the element of Water.
Facility Group      := Temples
Facility Family     := 27
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 5000
Cost Organics       := 7000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 2
Tech Area Req 2     := Water
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 5% each year.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0

Name                := Temple of Water II
Description         := A temple to the element of Water.
Facility Group      := Temples
Facility Family     := 27
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 5500
Cost Organics       := 7500
Cost Radioactives   := 5500
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 3
Tech Area Req 2     := Water
Tech Level Req 2    := 3
Number of Abilities := 2
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 10% each year.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0

Name                := Temple of Water III
Description         := A temple to the element of Water.
Facility Group      := Temples
Facility Family     := 27
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 6000
Cost Organics       := 8000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 4
Tech Area Req 2     := Water
Tech Level Req 2    := 5
Number of Abilities := 2
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 15% each year.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Temple of Valor I
Description         := Order of monks dedicated to teaching characters the ways of battle.
Facility Group      := Training
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 5000
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 1
Tech Area Req 2     := Combat Abilities
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Character Experience in this location will improve by 2% each turn up to 8% (only 1 per city effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 8

Name                := Temple of Valor II
Description         := Order of monks dedicated to teaching characters the ways of battle.
Facility Group      := Training
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 5000
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 2
Tech Area Req 2     := Combat Abilities
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Character Experience in this location will improve by 2% each turn up to 10% (only 1 per city effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 10

Name                := Temple of Valor III
Description         := Order of monks dedicated to teaching characters the ways of battle.
Facility Group      := Training
Facility Family     := 28
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 5000
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 3
Tech Area Req 2     := Combat Abilities
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Character Experience in this location will improve by 2% each turn up to 12% (only 1 facility per city effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 12

Name                := Temple of War I
Description         := A religious university dedicated to training effective leaders in combat..
Facility Group      := Training
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 2
Tech Area Req 2     := Combat Abilities
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Battle Groups (fleets) in this location will improve by 1% each turn up to 6% (only 1 facility per city effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 6

Name                := Temple of War II
Description         := A religious university dedicated to training effective leaders in combat..
Facility Group      := Training
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 3
Tech Area Req 2     := Combat Abilities
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Battle Groups (fleets) in this location will improve by 1% each turn up to 9% (only 1 facility per city effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 9

Name                := Temple of War III
Description         := A religious university dedicated to training effective leaders in combat..
Facility Group      := Training
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 2500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Temple Construction
Tech Level Req 1    := 4
Tech Area Req 2     := Combat Abilities
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Battle Groups (fleets) in this location will improve by 1% each turn up to 12% (only 1 facility per city effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 12

Name                := Alchemists Lab I
Description         := Converts mana into gold (or diamonds into cheese...).
Facility Group      := Resources
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Alchemy
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Transmorgifies between resource types with a 50% loss of material (only 1 facility per land effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Alchemists Lab II
Description         := Converts mana into gold (or diamonds into cheese...).
Facility Group      := Resources
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Alchemy
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Transmorgifies between resource types with a 40% loss of material (only 1 facility per land effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Alchemists Lab III
Description         := Converts mana into gold (or diamonds into cheese...).
Facility Group      := Resources
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Number of Tech Req  := 1
Tech Area Req 1     := Alchemy
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Transmorgifies between resource types with a 30% loss of material (only 1 facility per land effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Travelling Bards I
Description         := The elves love a good song, and bards keep the entire land happy.
Facility Group      := Population Support
Facility Family     := 101
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Elvenkind
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this land by 3%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Travelling Bards II
Description         := The elves love a good song, and bards keep the entire land happy.
Facility Group      := Population Support
Facility Family     := 101
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Elvenkind
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this land by 4%.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Travelling Bards III
Description         := The elves love a good song, and bards keep the entire land happy.
Facility Group      := Population Support
Facility Family     := 101
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Elvenkind
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this land by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Paradise I
Description         := Improves the conditions and quality of life of cities. 
Facility Group      := Ways of the Elvenkind
Facility Family     := 102
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Elvenkind
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 40% each year.
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all cities in the land by 10% each year.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Paradise II
Description         := Improves the conditions and quality of life of a city. 
Facility Group      := Ways of the Elvenkind
Facility Family     := 102
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Elvenkind
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 60% each year.
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all cities in the land by 20% each year.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := Paradise III
Description         := Improves the conditions and quality of life of a city. 
Facility Group      := Ways of the Elvenkind
Facility Family     := 102
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Elvenkind
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 80% each year.
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all cities in the land by 30% each year.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0

Name                := Moon Well I
Description         := Mystical pools with healing powers.
Facility Group      := Commerce
Facility Family     := 103
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 1500
Cost Organics       := 1500
Cost Radioactives   := 1500
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Elvenkind
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 mana (radioactives) each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1000 mana (radioactives).
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Component Repair
Ability 3 Descr     := Can heal 1 component per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Moon Well II
Description         := Mystical pools with healing powers.
Facility Group      := Commerce
Facility Family     := 103
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Elvenkind
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 mana (radioactives) each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 1500 mana (radioactives).
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Component Repair
Ability 3 Descr     := Can heal 1 component per turn.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Moon Well III
Description         := Mystical pools with healing powers.
Facility Group      := Commerce
Facility Family     := 103
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 2500
Cost Organics       := 2500
Cost Radioactives   := 2500
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Elvenkind
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 mana (radioactives) each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2000 mana (radioactives).
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Component Repair
Ability 3 Descr     := Can heal 2 components per turn.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Gladiator Arena I
Description         := Orcs love a good fight, and an arena keeps the entire land happy while generating money for the empire.
Facility Group      := Population Support
Facility Family     := 111
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 29
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Orc
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this land by 1%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Collects 800 minerals profit each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0

Name                := Gladiator Arena II
Description         := Orcs love a good fight, and an arena keeps the entire land happy while generating money for the empire.
Facility Group      := Population Support
Facility Family     := 111
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 29
Cost Minerals       := 13500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Orc
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this land by 2%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Collects 900 minerals profit each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0

Name                := Gladiator Arena III
Description         := Orcs love a good fight, and an arena keeps the entire land happy while generating money for the empire.
Facility Group      := Population Support
Facility Family     := 111
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 29
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Orc
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this land by 3%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Collects 1000 minerals profit each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := War Drums I
Description         := The frenzied beat of the orcish war-drums can incite fury and bloodlust.
Facility Group      := Ways of the Orc
Facility Family     := 112
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 4000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Orc
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 5% combat bonus to all Characters in this land.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all Characters in this land.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := War Drums II
Description         := The frenzied beat of the orcish war-drums can incite fury and bloodlust.
Facility Group      := Ways of the Orc
Facility Family     := 112
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 4000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Orc
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 10% combat bonus to all Characters in this land.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 10% damage bonus to all Characters in this land.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := War Drums III
Description         := The frenzied beat of the orcish war-drums can incite fury and bloodlust.
Facility Group      := Ways of the Orc
Facility Family     := 112
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 4000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Orc
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 15% combat bonus to all Characters in this land.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 15% damage bonus to all Characters in this land.
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0

Name                := War Drums IV
Description         := The frenzied beat of the orcish war-drums can incite fury and bloodlust.
Facility Group      := Ways of the Orc
Facility Family     := 112
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 4000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Orc
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 20% combat bonus to all Characters in this land.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 20% damage bonus to all Characters in this land.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := Breeding Warrens I
Description         := In some ways, orcs are not unlike rabbits.
Facility Group      := Population Support
Facility Family     := 113
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Orc
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this entire land will reproduce 3% faster (only 1 facility per land effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Breeding Warrens II
Description         := In some ways, orcs are not unlike rabbits.
Facility Group      := Population Support
Facility Family     := 113
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 2000
Cost Organics       := 7000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Orc
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this entire land will reproduce 6% faster (only 1 facility per land effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Breeding Warrens III
Description         := In some ways, orcs are not unlike rabbits.
Facility Group      := Population Support
Facility Family     := 113
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Orc
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this entire land will reproduce 9% faster (only 1 facility per land effective).
Ability 1 Val 1     := 9
Ability 1 Val 2     := 0

Name                := Survival of the Fittest I
Description         := Constant feuding keeps orcs in prime fighting condition.
Facility Group      := Training
Facility Family     := 114
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Orc
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Character Experience in this entire land will improve by 2% each turn up to 10% (only 1 facility per land effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 10

Name                := Survival of the Fittest II
Description         := Constant feuding keeps orcs in prime fighting condition.
Facility Group      := Training
Facility Family     := 114
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Orc
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Character Experience in this entire land will improve by 2% each turn up to 14% (only 1 facility per land effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 14

Name                := Survival of the Fittest III
Description         := Constant feuding keeps orcs in prime fighting condition.
Facility Group      := Training
Facility Family     := 114
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Orc
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Character Experience in this entire land will improve by 2% each turn up to 18% (only 1 facility per land effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 18

Name                := Pits of Sorrow I
Description         := There is nothing like the suffering of others to lift the spirits of the undead.
Facility Group      := Population Support
Facility Family     := 121
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Dead
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this land by 2%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Pits of Sorrow II
Description         := There is nothing like the suffering of others to lift the spirits of the undead.
Facility Group      := Population Support
Facility Family     := 121
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Dead
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this land by 3%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Pits of Sorrow III
Description         := There is nothing like the suffering of others to lift the spirits of the undead.
Facility Group      := Population Support
Facility Family     := 121
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Dead
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this land by 4%.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Zombification Center I
Description         := Necromantically created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 122
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 4000
Cost Organics       := 12000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Dead
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this entire land will increase by 20M per turn (only 1 facility per land effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Zombification Center II
Description         := Necromantically created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 122
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 4000
Cost Organics       := 12000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Dead
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this entire land will increase by 35M per turn (only 1 facility per land effective).
Ability 1 Val 1     := 35
Ability 1 Val 2     := 0

Name                := Zombification Center III
Description         := Necromantically created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 122
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 4000
Cost Organics       := 12000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Ways of the Dead
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this entire land will increase by 50M per turn (only 1 facility per land effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

=======================================================================================
*END*
=======================================================================================

