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ABILITIES DATA FILE - The Star Trek Mod - 
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This file gives a listing and general description for all of the abilities in the game.

Planet - Change Population Happiness

Warp Point - Turbulence
  Value1 = Amount of damage done to objects moving through this warp point. (Normal Damage)
  Value2 = Star Trek Mod - Borg Shield Depleter, Pirate Shield Depleter, Shield Depleter 

Star - Unstable
  Value1 = Chance that sun will explode each year.
  Value2 = Star Trek Mod - Borg Tractor Beam, Pirate Tractor Beam, 8472 Quantum Singularity Beam 

Sector - Sight Obscuration
  Value1 = Level of obscuration. (Obscures all types) (Units cannot use this ability)
  Value2 = 

Sector - Sensor Interference
  Value1 = Modifier subtracted from to-hit rolls
  Value2 = 

Sector - Shield Disruption
  Value1 = Amount of shields lost during combat.
  Value2 =

Sector - Damage
  Value1 = Amount of damage per turn to all objects in sector.
  Value2 =

Resource Generation - Minerals
  Value1 = Amount of minerals generated per turn.
  Value2 = 

Resource Generation - Organics
  Value1 = Amount of organics generated per turn.
  Value2 =

Resource Generation - Radioactives
  Value1 = Amount of radioactives generated per turn.
  Value2 =

Point Generation - Research
  Value1 = Amount of research points generated per turn.
  Value2 =

Point Generation - Intelligence
  Value1 = Amount of intelligence points generated per turn.
  Value2 =

Spaceport
  Value1 = Star Trek Mod - Pirate Transporter, Borg Transporter
  Value2 =

Palace
  Value1 =  CANNOT BE USED BY ANY MOD OR FILE AT THIS TIME.
  Value2 =

Supply Generation
  Value1 = Star Trek Mod - Photon Torpedo
  Value2 =

Planet - Change Minerals Value 
  Value1 = Percentage the value of this planet is changed each turn.
  Value2 = Star Trek Mod - (Skips Armor and Shields) Borg Telekinetic Torpedo, Breen Bio-Positronic Torpedo, 8472 Psychokinetic Torpedo, General Race Carbide Torpedo, Pirate Tri-Carbide Torpedo, Tholian Crystalline Torpedo, Klingon Decimator Torpedo, Dominion Phased Polaron Torpedo, Cardassian Tachyon Torpedo, Federation Tri-Colbalt Torpedo, Ferengi Flux-Colbalt Torpedoes, Romulan Adv Plasma Torpedo

Planet - Change Organics Value
  Value1 = Percentage the value of this planet is changed each turn.
  Value2 = Star Trek Mod - (Quad Damage to Shields) Klingon Adv Photon Torpedo, Pirate Race Barillian Torpedo, 8472 Biokinetic Torpedo, Breen Positronic Torpedo, Cardassian Compressor Torpedo, Dominion Positron Torpedo, Federation Quantum Torpedo, Ferengi Quantum Flux Torpedo, General Race Trillian Torpedo, Romulan Plasma Torpedo, Tholian Cascade Torpedo

Planet - Change Radioactives Value
  Value1 = Percentage the value of this planet is changed each turn.
  Value2 = Star Trek Mod - Engineering

Planet - Change Conditions
  Value1 = Percentage the conditions of this planet is changed each turn.
  Value2 = Star Trek Mod - Storage Component

Planet - Change Population Happiness
  Value1 = Percentage the happiness of this planet's population is improved each turn. 
  Value2 = Star Trek Mod - Ferengi Storage Component

Planet - Change Ground Defense
  Value1 = Percentage modifier to ground combat on this planet.
  Value2 =

Planet - Shield Generation
  Value1 = Amount of shields generated.
  Value2 = Star Trek Mod - Reflective Armor I - III

Shield Generation
  Value1 = Amount of shields generated.
  Value2 = 

Phased Shield Generation
  Value1 = Amount of phased shields generated.
  Value2 = 

Component Repair
  Value1 = Number of components repaired per turn.
  Value2 =

Cargo Storage
  Value1 = Number of cargo spaces generated.
  Value2 =

Drop Troops
  Value1 = Number of troops which can be dropped to attack a planet.
  Value2 =

Launch/Recover Fighters
  Value1 = Amount of fighters that can be launched per combat turn.
  Value2 = Amount of fighters that can be launched per game turn.

Lay Mines
  Value1 = Amount of mines that can be launched per combat turn.
  Value2 = Amount of mines that can be launched per game turn.

Multiplex Tracking
  Value1 = Number of ships that can be tracked and fired on. 
  Value2 =

Combat To Hit Offense Plus
  Value1 = Percent modifier for combat offense.
           (Increases the chance that this ship will hit another ship).
  Value2 = 

Combat To Hit Defense Plus
  Value1 = Percent modifier for combat defense.
           (Decreases the chance that this ship will be hit by another ship).
  Value2 =

Mine Sweeping
  Value1 = Number of mines that can be swept.
  Value2 =

Medical Bay
  Value1 = Plague level that can be cured.
  Value2 =

Movement Bonus
  Value1 = Added movement for ship if using all of these types of engines.
  Value2 =

Emissive Armor
  Value1 = Damage armor must take before being destroyed.
  Value2 =

Shield Regeneration
  Value1 = Number of shields regenerated per combat turn.
  Value2 =

Master Computer
  Value1 = 
  Value2 =

Cloak Level
  Value1 = Type of sight obscuration.
  Value2 = Level of obscuration.

Sensor Level
  Value1 = Type of sight ability.
  Value2 = Level of sight ability.

Emergency Resupply
  Value1 = Amount of resupply given to ship on use.
  Value2 =

Emergency Energy
  Value1 = Amount of movement given to ship on use.
  Value2 =

Long Range Scanner
  Value1 = Distance away in sectors enemy ship can be scanned.
  Value2 =

Open Warp Point Distance
  Value1 = Distance to system (in light years) WP can be opened to.
  Value2 =

Create Planet Size
  Value1 = Size of planet that can be created.
  Value2 =

Destroy Planet Size
  Value1 = Size of planet that can be destroyed.
  Value2 =

Boarding Attack
  Value1 = Attack strength in ship capture.
  Value2 =

Boarding Defense
  Value1 = Defense strength in ship capture.
  Value2 =

Standard Ship Movement
  Value1 = Number of movement points generated.
  Value2 =

Ship Bridge
  Value1 =
  Value2 =

Ship Auxiliary Control
  Value1 =
  Value2 =

Ship Life Support
  Value1 =
  Value2 =

Ship Crew Quarters
  Value1 =
  Value2 =

Scanner Jammer
  Value1 = 
  Value2 =

Quantum Reactor
  Value1 =
  Value2 =

Supply Storage
  Value1 = Amount of supplies that can be stored.
  Value2 =

Space Yard
  Value1 = Resource Type used for construction
  Value2 = Amount of resources which can be used each turn.

Resource Storage - Mineral
  Value1 = Added amount of resources an empire can store.
  Value2 =

Resource Storage - Organics
  Value1 = Added amount of resources an empire can store.
  Value2 =

Resource Storage - Radioactives
  Value1 = Added amount of resources an empire can store.
  Value2 =

Resource Gen Modifier Planet - Minerals
  Value1 = Percentage change of resource generation for entire planet (+/- percentage).
  Value2 =

Resource Gen Modifier Planet - Organics
  Value1 = Percentage change of resource generation for entire planet (+/- percentage).
  Value2 =

Resource Gen Modifier Planet - Radioactives
  Value1 = Percentage change of resource generation for entire planet (+/- percentage).
  Value2 =

Resource Gen Modifier System - Minerals
  Value1 = Percentage change of resource generation for entire system (+/- percentage).
  Value2 =

Resource Gen Modifier System - Organics
  Value1 = Percentage change of resource generation for entire system (+/- percentage).
  Value2 =

Resource Gen Modifier System - Radioactives
  Value1 = Percentage change of resource generation for entire system (+/- percentage).
  Value2 =

Planet Point Generation Modifier - Research
  Value1 = Percentage change of point generation for entire planet (+/- percentage).
  Value2 =

Planet Point Generation Modifier - Intelligence
  Value1 = Percentage change of point generation for entire planet (+/- percentage).
  Value2 =

System Point Generation Modifier - Research
  Value1 = Percentage change of point generation for entire system (+/- percentage).
  Value2 =

System Point Generation Modifier - Intelligence
  Value1 = Percentage change of point generation for entire system (+/- percentage).
  Value2 =

Combat Modifier - System
  Value1 = Percentage combat modifier for entire system (+/- percentage).
  Value2 =

Damage Modifier - System
  Value1 = Percentage damage modifier for entire system (+/- percentage).
  Value2 =

Planet Value Change - System
  Value1 = Percentage change in planet value for entire system (+/- percentage) per year.
  Value2 =

Planet Conditions Change - System
  Value1 = Percentage change in planet conditions for entire system (+/- percentage) per year.
  Value2 =

Change Bad Event Chance - System
  Value1 = Percentage change in chance for bad event for entire system (+/- percentage).
  Value2 =

Change Bad Intelligence Chance - System
  Value1 = Percentage change in chance for bad intel event for entire system (+/- percentage).
  Value2 =

Change Population Happiness - System
  Value1 = Percentage change in population happiness for entire system (+/- percentage) each turn.
  Value2 =

Ship Training
  Value1 = Per turn increase in ship experience in this sector.
  Value2 = Maximum experience level that can be attained here.

Fleet Training
  Value1 = Per turn increase in fleet experience in this sector.
  Value2 = Maximum experience level that can be attained here.

Modify Reproduction - System
  Value1 = Percentage change in reproduction for entire system.
  Value2 =

Change Population - System
  Value1 = Population in M that will be added each turn for entire system.
  Value2 =

Plague Prevention - System
  Value1 = Level of the plague that will be prevented in this system.
  Value2 =

Resource Conversion
  Value1 = Percentage loss of resources converted from one type to another.
  Value2 =

Resource Reclamation
  Value1 = Percentage of value of item scrapped in sector returned as resources.
  Value2 =

Close Warp Point
  Value1 =
  Value2 =

Destroy Star
  Value1 =
  Value2 =

Create Star
  Value1 =
  Value2 =

Destroy Storm
  Value1 =
  Value2 =

Create Storm
  Value1 =
  Value2 =

Self-Destruct
  Value1 =
  Value2 =

Colonize Planet - Rock
  Value1 =
  Value2 =

Colonize Planet - Ice
  Value1 =
  Value2 =

Colonize Planet - Gas
  Value1 =
  Value2 =

Point-Defense
  Value1 =  
  Value2 =

Armor
  Value1 =  
  Value2 =

Launch/Recover Satellites
  Value1 = Amount of satellites that can be launched per combat turn.
  Value2 = Amount of satellites that can be launched per game turn.

Remote Resource Generation - Minerals
  Value1 = The number of minerals per turn which can be generated from a remote source.
  Value2 =

Remote Resource Generation - Organics
  Value1 = The number of minerals per turn which can be generated from a remote source.
  Value2 =

Remote Resource Generation - Radioactives
  Value1 = The number of minerals per turn which can be generated from a remote source.
  Value2 =

Armor Regeneration
  Value1 = The amount of structure points regenerated per combat turn.
  Value2 =

Shield Generation From Damage
  Value1 = Amount of damage pts converted to shield pts per hit.
  Value2 =

System - Movement Towards Center
  Value1 = # of squares ships are moved towards the center of a system per turn.
  Value2 =

System - Movement Random
  Value1 = # of squares ships are randomly in a system per turn.
  Value2 =

System - Destructive Center
  Value1 = Amount of damage caused to ships in the center of the system. (Normal Damage)
  Value2 =

Destroy Nebulae
  Value1 =
  Value2 =

Create Nebulae
  Value1 =
  Value2 =

Destroy Black Hole
  Value1 =
  Value2 =

Create Black Hole
  Value1 =
  Value2 =

Stop Planet Destroyer
  Value1 =
  Value2 =

Stop Star Destroyer
  Value1 =
  Value2 =

Stop Nebulae Creator
  Value1 =
  Value2 =

Stop Black Hole Creator
  Value1 =
  Value2 =

Stop Open Warp Point
  Value1 =
  Value2 =

Stop Close Warp Point
  Value1 =
  Value2 =

Component Destroyed On Use
  Value1 =
  Value2 =

Ancient Ruins
  Value1 = Number of techs areas (random) received when this planet is colonized.
  Value2 =

Ancient Ruins Unique
  Value1 = The unique tech area identifier that is found when the planet is colonized.
  Value2 =

Combat Best Experience
  Value1 =
  Value2 =

Combat Movement
  Value1 = Amount of movement added during combat.
  Value2 =

Solar Supply Generation
  Value1 = Amount of supplies generated per star.
  Value2 =

Extra Movement Generation
  Value1 = Amount of movement generated by a type of component.
  Value2 = Unique identifier for this type

Planet - Change Atmosphere
  Value1 = Number of turns until atmosphere is changed.
  Value2 = (It changes to the atmosphere breathable by the majority of the population.)

Weapons Always Hit
  Value1 =
  Value2 =

Create Constructed Planet
  Value1 = The Special Ability ID in PlanetSize.txt to construct.
  Value2 =

Constructed Planet Requirements
  Value1 = The custom group of the component needed to be present. 
  Value2 = The kT of component required to be present. 

Modified Maintenance Cost
  Value1 = Percentage of normal maintenance (10% = 110% of normal, -10% = 90% or normal)
  Value2 =

Ship Training - System
  Value1 = Per turn increase in ship experience in this system.
  Value2 = Maximum experience level that can be attained here.

Fleet Training - System
  Value1 = Per turn increase in fleet experience in this system.
  Value2 = Maximum experience level that can be attained here.

Long Range Scanner - System
  Value1 =
  Value2 =

Solar Resource Generation - Minerals
  Value1 = Amount of minerals generated per turn per star in the system. 
  Value2 =

Solar Resource Generation - Organics
  Value1 = Amount of organics generated per turn per star in the system. 
  Value2 =

Solar Resource Generation - Radioactives
  Value1 = Amount of radioactives generated per turn per star in the system. 
  Value2 =

Reduced Maintenance Cost - System
  Value1 = Percentage of normal maintenance for all ships in system (10 = 90% of normal, -10 = 110% or normal)
  Value2 =

Shield Modifier - System
  Value1 = Amount added to maximum shields of players ships during combat. 
  Value2 =

Combat To Hit Offense Minus
  Value1 = Percent negative modifier for combat offense.
           (Decreases the chance that this ship will hit another ship).
  Value2 = 

Combat To Hit Defense Minus
  Value1 = Percent negative modifier for combat defense.
           (Increases the chance that this ship will be hit by another ship).
  Value2 =

AI Tag 01
  Value1 = Structural Integrity Field I - V
  Value2 =

AI Tag 02
  Value1 = Captains
  Value2 =

AI Tag 03
  Value1 = Used for descriptions (NO value)
  Value2 =

AI Tag 04
  Value1 = Used for Warp Nacelles
  Value2 =

AI Tag 05
  Value1 = Used for Impulse Engines
  Value2 =

AI Tag 06
  Value1 = Used for Armor and Racial Armor
  Value2 =

AI Tag 07
  Value1 = Used for Shields
  Value2 =

AI Tag 08
  Value1 = Pirate Cloaking Armor
  Value2 =

AI Tag 09
  Value1 = Scattering Armor
  Value2 =

AI Tag 10
  Value1 = Deflector Shield
  Value2 =

AI Tag 11
  Value1 = Borg Regenerative Shields
  Value2 =

AI Tag 12
  Value1 = ECM
  Value2 =

AI Tag 13
  Value1 = Combat Sensors
  Value2 =

AI Tag 14
  Value1 = Sensor Arrays
  Value2 =

AI Tag 15
  Value1 = Enhanced Fusion Beam
  Value2 =

AI Tag 16
  Value1 = All Pulse Weapons
  Value2 =

AI Tag 17 	(Skips Armor)
  Value1 = 8472 Neural Disruptor, Borg Plasma Project, Breen Neural Disruptor, Cardassian Neutrino Beam, Dominion Neutrino Beam, Federation Neutrino Beam, Ferengi Neutrino Beam, General Race  Neutrino Beam, Klingon Neutrino Beam, Pirate Neutrino Beam, Romulan Neutrino Beam, Tholian Neutrino Beam, 
  Value2 =

AI Tag 18	(Quad Damage To Shields)
  Value1 = 8472 Point Singularity Beam, Borg Gravimetric Charge, Breen Plasma Cannon, Cardassian Spiral Wave Disruptor, Dominion Phased Polaron Cannon, Federation Precussion Phaser, Ferengi Isokinetic Cannon, General Race  Compressed Disruptor Cannon, Klingon Ion Cannon, Pirate Compressed Disruptor Cannon, Romulan Compressed Plasma Cannon, Tholian Energy Ribbon, 
  Value2 =

AI Tag 19	(Skips Shields)
  Value1 = 8472 Compressed Biokinetic Charge, Borg Compression Gravimetric Charge, Breen Compression Plasma Disruptor, Cardassian Enhanced Compression Beam, Dominion Phased Polaron Beam, Federation Compression Phaser, Ferengi Isokinetic Burst, General Race Charged Disruptor Beam, Klingon Neutrino Disruptor, Pirate Disruptor Beam, Romulan Plasma Protector, Tholian Cascade Energy Ribbon,
  Value2 =

AI Tag 20
  Value1 = Borg Taunt, Breen Energy Dampener, Federation Phaser Cannon, Pirate Massive Shield Depleter, 8472 Biokinetic Discharge,  Cardassian Plague Bombs, 
  Value2 =

Generate Points Minerals
  Value1 = The number of minerals per turn which can be generated.
  Value2 = (This ability can be used by a component or a facility. The points
            are not deducted from any planet.)

Generate Points Organics
  Value1 = The number of organics per turn which can be generated.
  Value2 = (This ability can be used by a component or a facility. The points
            are not deducted from any planet.)

Generate Points Radioactives
  Value1 = The number of radioactives per turn which can be generated.
  Value2 = (This ability can be used by a component or a facility. The points
            are not deducted from any planet.)

Generate Points Research
  Value1 = The number of research points per turn which can be generated.
  Value2 = (This ability can be used by a component or a facility. The points
            are not deducted from any planet.)

Generate Points Intelligence
  Value1 = The number of intelligence points per turn which can be generated.
  Value2 = (This ability can be used by a component or a facility. The points
            are not deducted from any planet.)


