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FACILITY DATA FILE - The Star Trek Mod - By Atrocities & Captain Kwok V1.9.0.4
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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                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Manipulation
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 500 organics each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 500 radioactives each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0

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

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

Name                := Replicator Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 26
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 553
Cost Minerals       := 10500
Cost Organics       := 5500
Cost Radioactives   := 5500
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Replicator Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0

Name                := Replicator Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 26
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 553
Cost Minerals       := 10500
Cost Organics       := 5500
Cost Radioactives   := 5500
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Replicator Technology
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0

Name                := Replicator Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 26
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 553
Cost Minerals       := 10500
Cost Organics       := 5500
Cost Radioactives   := 5500
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Replicator Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Name                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
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                := Cargo Facility V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cargo Facility VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
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                := Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms I
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms II
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms III
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Radioactives Collider I
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Radioactives Collider II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Collider III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

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

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

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

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

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

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

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

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

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

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

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

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

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

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

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

Name                := Ship Training Facility III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

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

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

Name                := Fleet Training Facility III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Medical Lab I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Medical Lab II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Medical Lab III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

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

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

Name                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Space Yard Facility I
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Space Yard Facility II
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Space Yard Facility III
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Shields
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Shields
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Massive Planetary Phased Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Generates 100 phased shield points.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0

Name                := Massive Planetary Phased Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0
Ability 2 Type        := Phased Shield Generation
Ability 2 Descr       := Generates 200 phased shield points.
Ability 2 Val 1       := 200
Ability 2 Val 2       := 0

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

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

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

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

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

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

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

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Bio-reclamation Complex I
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := 8472 Technology
Facility Family     := 55
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Organics Extraction
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 5% (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Bio-reclamation Complex II
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := 8472 Technology
Facility Family     := 55
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Organics Extraction
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Bio-reclamation Complex III
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := 8472 Technology
Facility Family     := 55
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Organics Extraction
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Bio-reclamation Complex IV
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := 8472 Technology
Facility Family     := 55
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Organics Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Bio-reclamation Complex V
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := 8472 Technology
Facility Family     := 55
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Organics Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 25% (only 1 facility per system effective).
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Planetary Bioelectric Field I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := 8472 Technology
Facility Family     := 41
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 15000
Cost Organics       := 3000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Shield Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1500 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0

Name                := Planetary Bioelectric Field II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := 8472 Technology
Facility Family     := 41
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 18000
Cost Organics       := 4000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Shield Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Bioelectric Field III
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := 8472 Technology
Facility Family     := 41
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 22000
Cost Organics       := 5000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Shield Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Planetary Bioelectric Field IV
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := 8472 Technology
Facility Family     := 41
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 26000
Cost Organics       := 6000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Shield Technology
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 4000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Planetary Bioelectric Field V
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := 8472 Technology
Facility Family     := 41
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 30000
Cost Organics       := 7000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Shield Technology
Tech Level Req 1    := 10
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5500 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5500
Ability 1 Val 2     := 0

Name                := Terrasphere Complex I
Description         := A Centralized command center which improves the combat, training, and production within a system. (only 1 facility per system effective)
Facility Group      := 8472 Technology
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 597
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Facilities Technology
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 3%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3
Ability 2 Type      := Fleet Training - System
Ability 2 Descr     := Fleets in this system will improve by 1% each turn up to 3%.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 3
Ability 3 Type      := System Point Generation Modifier - Intelligence
Ability 3 Descr     := Increase all intelligence generation in a system by 5%.
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Event Chance - System
Ability 4 Descr     := Decreases the chance of any bad events in this system.
Ability 4 Val 1     := -10
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 5 Val 1     := -10
Ability 5 Val 2     := 0

Name                := Terrasphere Complex II
Description         := A Centralized command center which improves the combat, training, and production within a system. (only 1 facility per system effective)
Facility Group      := 8472 Technology
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 597
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Facilities Technology
Tech Level Req 1    := 2
Number of Abilities := 5
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 5%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 5
Ability 2 Type      := Fleet Training - System
Ability 2 Descr     := Fleets in this system will improve by 3% each turn up to 5%.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 5
Ability 3 Type      := System Point Generation Modifier - Intelligence
Ability 3 Descr     := Increase all intelligence generation in a system by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Event Chance - System
Ability 4 Descr     := Decreases the chance of any bad events in this system.
Ability 4 Val 1     := -20
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 5 Val 1     := -20
Ability 5 Val 2     := 0

Name                := Terrasphere Complex III
Description         := A Centralized command center which improves the combat, training, and production within a system. (only 1 facility per system effective)
Facility Group      := 8472 Technology
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 597
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Facilities Technology
Tech Level Req 1    := 3
Number of Abilities := 5
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 5% each turn up to 6%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 6
Ability 2 Type      := Fleet Training - System
Ability 2 Descr     := Fleets in this system will improve by 5% each turn up to 6%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 6
Ability 3 Type      := System Point Generation Modifier - Intelligence
Ability 3 Descr     := Increase all intelligence generation in a system by 15%.
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Event Chance - System
Ability 4 Descr     := Decreases the chance of any bad events in this system.
Ability 4 Val 1     := -30
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 5 Val 1     := -30
Ability 5 Val 2     := 0

Name                := Conversion Complex I
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system. (only 1 facility per system effective)
Facility Group      := 8472 Technology
Facility Family     := 87
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Facilities Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 2% faster.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Conversion Complex II
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system. (only 1 facility per system effective)
Facility Group      := 8472 Technology
Facility Family     := 87
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Facilities Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 5% faster.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Conversion Complex III
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system. (only 1 facility per system effective)
Facility Group      := 8472 Technology
Facility Family     := 87
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Facilities Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 7% faster.
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0

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

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

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

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

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

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

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

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

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

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

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

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

Name                := Drone Maturation Chamber I
Description         := Biological process which greatly increase the reproduction rate of an entire system. 
Facility Group      := Borg Technology
Facility Family     := 87
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 591
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 1% faster.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Drone Maturation Chamber II
Description         := Biological process which greatly increase the reproduction rate of an entire system. 
Facility Group      := Borg Technology
Facility Family     := 87
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 591
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 3% faster.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Drone Maturation Chamber III
Description         := Biological process which greatly increase the reproduction rate of an entire system. 
Facility Group      := Borg Technology
Facility Family     := 87
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 591
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 5% faster.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Drone Maturation Chamber IV
Description         := Biological process which greatly increase the reproduction rate of an entire system. 
Facility Group      := Borg Technology
Facility Family     := 87
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 591
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 7% faster.
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0

Name                := Drone Maturation Chamber V
Description         := Biological process which greatly increase the reproduction rate of an entire system.
Facility Group      := Borg Technology
Facility Family     := 87
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 591
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 9% faster.
Ability 1 Val 1     := 9
Ability 1 Val 2     := 0

Name                := Planet Regenerative Shielding I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Borg Technology
Facility Family     := 41
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 590
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 100 shield points per turn.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0

Name                := Planet Regenerative Shielding II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Borg Technology
Facility Family     := 41
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 590
Cost Minerals       := 17000
Cost Organics       := 3000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 200 shield points per turn.
Ability 2 Val 1       := 200
Ability 2 Val 2       := 0

Name                := Planet Regenerative Shielding III
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Borg Technology
Facility Family     := 41
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 590
Cost Minerals       := 21000
Cost Organics       := 4000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 300 shield points per turn.
Ability 2 Val 1       := 300
Ability 2 Val 2       := 0

Name                := Planet Regenerative Shielding IV
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Borg Technology
Facility Family     := 41
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 590
Cost Minerals       := 25000
Cost Organics       := 5000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 4000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 400 shield points per turn.
Ability 2 Val 1       := 400
Ability 2 Val 2       := 0

Name                := Planet Regenerative Shielding V
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Borg Technology
Facility Family     := 41
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 590
Cost Minerals       := 29000
Cost Organics       := 6000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Facilities Technology
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 500 shield points per turn.
Ability 2 Val 1       := 500
Ability 2 Val 2       := 0

Name                := Organic Extractor I
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Breen Technology
Facility Family     := 17
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 523
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1500 organics each turn.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0

Name                := Organic Extractor II
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Breen Technology
Facility Family     := 17
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 523
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1800 organics each turn.
Ability 1 Val 1     := 1800
Ability 1 Val 2     := 0

Name                := Organic Extractor III
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Breen Technology
Facility Family     := 17
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 523
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 2100 organics each turn.
Ability 1 Val 1     := 2100
Ability 1 Val 2     := 0

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

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

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

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

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

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

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

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Breen Technology
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 9000
Cost Organics       := 9000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 2
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 7 years.
Ability 1 Val 1     := 70
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := Improves the conditions of the planet by 4% each year.
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Breen Technology
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 556
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 2
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := Improves the conditions of the planet by 6% each year.
Ability 2 Val 1     := 6
Ability 2 Val 2     := 0

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

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

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

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

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

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

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

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

Name                := Breen Intel Center III
Description         := Centralized Intel operation which improves intelligence operations for an entire system. (only 1 facility per system effective)
Facility Group      := Breen Technology
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 551
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Facility Technology
Tech Level Req 1    := 12
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Event Chance - System
Ability 2 Descr     := Decreases the chance of any bad events in this system.
Ability 2 Val 1     := -15
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 3 Val 1     := -15
Ability 3 Val 2     := 0

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

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

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

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

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

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

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

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

Name                := Remote Power Station I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Cardassian Technology
Facility Family     := 41
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 586
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Remote Power Station II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Cardassian Technology
Facility Family     := 41
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 586
Cost Minerals       := 15000
Cost Organics       := 2000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Remote Power Station III
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Cardassian Technology
Facility Family     := 41
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 586
Cost Minerals       := 20000
Cost Organics       := 3000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Name                := Population Growth Facility III
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 43
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 6% faster.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Ketracel White Facility I
Description         := Facility that produces Ketracel white.
Facility Group      := Dominion Technology
Facility Family     := 47
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 508
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Ketracel White Facility II
Description         := Facility that produces Ketracel white.
Facility Group      := Dominion Technology
Facility Family     := 47
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 508
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Ketracel White Facility III
Description         := Facility that produces Ketracel white.
Facility Group      := Dominion Technology
Facility Family     := 47
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 508
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Vorta Administration Center I
Description         := Centralized intelligence operations for an entire system.
Facility Group      := Dominion Technology
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 528
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := Increase all research in a system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Vorta Administration Center II
Description         := Centralized intelligence operations for an entire system.
Facility Group      := Dominion Technology
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 525
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := Increase all research in a system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Vorta Administration Center III
Description         := Centralized intelligence operations for an entire system.
Facility Group      := Dominion Technology
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 525
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := Increase all research in a system by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := Vorta Administration Center IV
Description         := Centralized intelligence operations for an entire system.
Facility Group      := Dominion Technology
Facility Family     := 24
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 525
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := Increase all research in a system by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0

Name                := Vorta Administration Center V
Description         := Centralized intelligence operations for an entire system.
Facility Group      := Dominion Technology
Facility Family     := 24
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 525
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 9
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 40%.
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := Increase all research in a system by 40%.
Ability 2 Val 1     := 40
Ability 2 Val 2     := 0

Name                := Cloning Facility I
Description         := Cloning facility for growing Jem'Hadar and Vorta.
Facility Group      := Dominion Technology
Facility Family     := 35
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 524
Cost Minerals       := 2000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 5M per turn.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Cloning Facility II
Description         := Cloning facility for growing Jem'Hadar and Vorta.
Facility Group      := Dominion Technology
Facility Family     := 35
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 524
Cost Minerals       := 2000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Cloning Facility III
Description         := Cloning facility for growing Jem'Hadar and Vorta.
Facility Group      := Dominion Technology
Facility Family     := 35
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 524
Cost Minerals       := 2000
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Founders Shrine I
Description         := Device that increases combat effectiveness. 
Facility Group      := Dominion Technology
Facility Family     := 25
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 520
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Founders Shrine II
Description         := Device that increases combat effectiveness. 
Facility Group      := Dominion Technology
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 520
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 10% combat bonus to all ships and units in this system.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Founders Shrine III
Description         := Device that increases combat effectiveness. 
Facility Group      := Dominion Technology
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 520
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 15% combat bonus to all ships and units in this system.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Jem'Hadar Training Complex I
Description         := Dominion Training Complex
Facility Group      := Dominion Technology
Facility Family     := 48
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 513
Cost Minerals       := 9000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 4%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4

Name                := Jem'Hadar Training Complex II
Description         := Dominion Training Complex
Facility Group      := Dominion Technology
Facility Family     := 48
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 513
Cost Minerals       := 9000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 4% each turn up to 6%.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 6

Name                := Jem'Hadar Training Complex III
Description         := Dominion Training Complex
Facility Group      := Dominion Technology
Facility Family     := 48
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 513
Cost Minerals       := 9000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 6% each turn up to 8%.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 8

Name                := Jem'Hadar Control Station I
Description         := Dominion Control Station
Facility Group      := Dominion Technology
Facility Family     := 49
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 512
Cost Minerals       := 9000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 3%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3

Name                := Jem'Hadar Control Station II
Description         := Dominion Control Station
Facility Group      := Dominion Technology
Facility Family     := 49
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 512
Cost Minerals       := 9000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 3% each turn up to 5%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 5

Name                := Jem'Hadar Control Station III
Description         := Dominion Control Station
Facility Group      := Dominion Technology
Facility Family     := 49
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 512
Cost Minerals       := 9000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 5% each turn up to 6%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 6

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Name                := Utopia Planitia Shipyard
Description         := Specialized ship construction yard.
Facility Group      := Space Yard
Facility Family     := 97
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 581
Cost Minerals       := 15000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Federation Facility Technology
Tech Level Req 1    := 5
Tech Area Req 2	    := Space Yards
Tech Level Req 2    := 3	
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 10 components per turn.
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0

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

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

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

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

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

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

Name                := Spaceport Depot I
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Ferengi Technology
Facility Family     := 51
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 536
Cost Minerals       := 15000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3100 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3100
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3100 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3100
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3100 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3100
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Spaceport Depot II
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Ferengi Technology
Facility Family     := 51
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 536
Cost Minerals       := 15000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3300 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3300
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3300 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3300
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3300 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3300
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Spaceport Depot III
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Ferengi Technology
Facility Family     := 51
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 536
Cost Minerals       := 15000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

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

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

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

Name                := Strip Mining I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 57
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 823
Cost Minerals       := 8000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology 
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 500 organics each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 500 radioactives each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Minerals Value
Ability 4 Descr     := Improves the mineral value of the planet by -1% each year.
Ability 4 Val 1     := -1
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Organics Value
Ability 5 Descr     := Improves the organic value of the planet by -1% each year.
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Change Radioactives Value
Ability 6 Descr     := Improves the radioactive value of the planet by -1% each year.
Ability 6 Val 1     := -1
Ability 6 Val 2     := 0

Name                := Strip Mining II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 57
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 823
Cost Minerals       := 8000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 3
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 700 organics each turn.
Ability 2 Val 1     := 700
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 700 radioactives each turn.
Ability 3 Val 1     := 700
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Minerals Value
Ability 4 Descr     := Improves the mineral value of the planet by -2% each year.
Ability 4 Val 1     := -2
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Organics Value
Ability 5 Descr     := Improves the organic value of the planet by -2% each year.
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Change Radioactives Value
Ability 6 Descr     := Improves the radioactive value of the planet by -2% each year.
Ability 6 Val 1     := -2
Ability 6 Val 2     := 0

Name                := Strip Mining III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 57
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 823
Cost Minerals       := 8000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Facility Technology
Tech Level Req 1    := 5
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Minerals Value
Ability 4 Descr     := Improves the mineral value of the planet by -3% each year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Organics Value
Ability 5 Descr     := Improves the organic value of the planet by -3% each year.
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Change Radioactives Value
Ability 6 Descr     := Improves the radioactive value of the planet by -3% each year.
Ability 6 Val 1     := -3
Ability 6 Val 2     := 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Name                := Radioactives System Extractor I
Description         := One per system, improves Radioactive extraction process.
Facility Group      := Tholian Technology
Facility Family     := 18
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 557
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Radioactives System Extractor II
Description         := One per system, improves Radioactive extraction process.
Facility Group      := Tholian Technology
Facility Family     := 18
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 557
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 15%.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Radioactives System Extractor III
Description         := One per system, improves Radioactive extraction process.
Facility Group      := Tholian Technology
Facility Family     := 18
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 557
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Facility Technology
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

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

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

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

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

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

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

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

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

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

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

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

Name                := Pirate Space Dock I
Description         := Large construction facility which uses slave labor to allow fast construction of ships in space.
Facility Group      := Pirate Race
Facility Family     := 54
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 561
Cost Minerals       := 9900
Cost Organics       := 10
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 1
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Pirate Space Dock II
Description         := Large construction facility which uses slave labor to allow fast construction of ships in space.
Facility Group      := Pirate Race
Facility Family     := 54
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 561
Cost Minerals       := 9900
Cost Organics       := 10
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 1
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Pirate Space Dock III
Description         := Large construction facility which uses slave labor to allow fast construction of ships in space.
Facility Group      := Pirate Race
Facility Family     := 54
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 561
Cost Minerals       := 9900
Cost Organics       := 10
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 1
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 3
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 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     := 6500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 4000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 4000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Slave Labor Camp I
Description         := Captured Prisoner are put to good use.
Facility Group      := Pirate Race
Facility Family     := 56
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 558
Cost Minerals       := 1000
Cost Organics       := 1400
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 600 organics each turn.
Ability 2 Val 1     := 600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 600 radioactives each turn.
Ability 3 Val 1     := 600
Ability 3 Val 2     := 0

Name                := Slave Labor Camp II
Description         := Captured Prisoner are put to good use.
Facility Group      := Pirate Race
Facility Family     := 56
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 558
Cost Minerals       := 1000
Cost Organics       := 1400
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0

Name                := Slave Labor Camp III
Description         := Captured Prisoner are put to good use.
Facility Group      := Pirate Race
Facility Family     := 56
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 558
Cost Minerals       := 1000
Cost Organics       := 1400
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0

Name                := Sex Center I
Description         := Entertainment services.  
Facility Group      := Pirate Race
Facility Family     := 46
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 508
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system 
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Sex Center II
Description         := Entertainment services.  
Facility Group      := Pirate Race
Facility Family     := 46
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 508
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system 
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Sex Center III
Description         := Entertainment services.  
Facility Group      := Pirate Race
Facility Family     := 46
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 508
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system 
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Spy Network I
Description         := Centralized intelligence operations for an entire system.
Facility Group      := Pirate Race
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 502
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 5%.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := Increase all research in a system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Spy Network II
Description         := Centralized intelligence operations for an entire system.
Facility Group      := Pirate Race
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 502
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := Increase all research in a system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Spy Network III
Description         := Centralized intelligence operations for an entire system.
Facility Group      := Pirate Race
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 502
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := Increase all research in a system by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := Spy Network IV
Description         := Centralized intelligence operations for an entire system.
Facility Group      := Pirate Race
Facility Family     := 24
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 502
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := Increase all research in a system by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0

Name                := Spy Network V
Description         := Centralized intelligence operations for an entire system.
Facility Group      := Pirate Race
Facility Family     := 24
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 502
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 8
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 40%.
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := Increase all research in a system by 40%.
Ability 2 Val 1     := 40
Ability 2 Val 2     := 0

Name                := Pirate Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Pirate Race
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 506
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1050 research points each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0

Name                := Pirate Research Center II
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Pirate Race
Facility Family     := 5
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 506
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1250 research points each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0

Name                := Pirate Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Pirate Race
Facility Family     := 5
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 506
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1450 research points each turn.
Ability 1 Val 1     := 1450
Ability 1 Val 2     := 0

Name                := Pirate Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Pirate Race
Facility Family     := 84
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 507
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1050 intelligence points each turn.
Ability 1 Val 1     := 1050
Ability 1 Val 2     := 0

Name                := Pirate Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Pirate Race
Facility Family     := 84
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 507
Cost Minerals       := 1250
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1250 intelligence points each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0

Name                := Pirate Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Pirate Race
Facility Family     := 84
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 507
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1450 intelligence points each turn.
Ability 1 Val 1     := 1450
Ability 1 Val 2     := 0

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

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

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

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

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

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

Name                := Monster Habitat I
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 71
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 50
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Monster Tech
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 800
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 2000
Ability 5 Val 2     := 0

Name                := Monster Habitat II
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 71
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 60
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Monster Tech
Tech Level Req 1    := 4
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 1200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 4000
Ability 5 Val 2     := 0

Name                := Borg Habitat I
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 71
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 50
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Borg Monster Tech
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 800
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 2000
Ability 5 Val 2     := 0

Name                := Borg Habitat II
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 71
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 60
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Borg Monster Tech
Tech Level Req 1    := 4
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 1200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 4000
Ability 5 Val 2     := 0

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

