Ability Scopes
===========================================================================================================================================================
Component
Facility
Vehicle
Warp Point
Star
Storm
Planet - All
Planet - This Player
Planet - All But This Player
Planet - All But This Player and Allies
Sector - All
Sector - This Player
Sector - All But This Player
Sector - All But This Player and Allies
Sector Range - All                              + Sector Rng
Sector Range - This Player                      + Sector Rng
Sector Range - All But This Player              + Sector Rng
Sector Range - All But This Player and Allies   + Sector Rng
System - All
System - This Player
System - All But This Player
System - All But This Player and Allies
System Range - All                              + System Rng
System Range - This Player                      + System Rng
System Range - All But This Player              + System Rng
System Range - All But This Player and Allies   + System Rng
Galaxy - All
Galaxy - This Player
Galaxy - All But This Player
Galaxy - All But This Player and Allies




Ability Types
===========================================================================================================================================================
Warp Point - Turbulence                          = Amount of damage done to objects moving through this warp point. (Normal Damage)
Star - Unstable                                  = Chance that sun will explode each year.
Sector - Sight Obscuration                       = Level of obscuration. (Obscures all types) (Units cannot use this ability)
Sector - Sensor Interference                     = Modifier subtracted from to-hit rolls
Sector - Shield Disruption                       = Amount of shields lost during combat.
Sector - Damage                                  = Amount of damage per turn to all objects in sector.
Mined Resource Generation - Minerals             = Amount of minerals mined per turn from a planet.				(Resource Generation - Minerals)
Mined Resource Generation - Organics             = Amount of organics mined per turn from a planet.				(Resource Generation - Organics)
Mined Resource Generation - Radioactives         = Amount of radioactives mined per turn from a planet.				(Resource Generation - Radioactives)
Point Generation - Research                      = Amount of research points generated per turn.				
Point Generation - Intelligence                  = Amount of intelligence points generated per turn.
System - Points Added to Empire Pool             = Points generated in this system are added to the Empire's pool. 		(Spaceport)
Palace                                           =
Supply Generation                                = Amount of supplies generated per turn. 
Planet - Change Minerals Value                   = Percentage the value of this planet is changed each turn.
Planet - Change Organics Value                   = Percentage the value of this planet is changed each turn.
Planet - Change Radioactives Value               = Percentage the value of this planet is changed each turn.
Planet - Change Conditions                       = Percentage the conditions of this planet is changed each turn.
Planet - Change Population Happiness             = Percentage the happiness of this planet's population is improved each turn. 
Planet - Change Ground Defense                   = Percentage modifier to ground combat on this planet.
Planet - Shield Generation                       = Amount of shields generated.
Shield Generation                                = Shield Type, Amount of shields generated.
------------------------                         = Amount of phased shields generated.							(Phased Shield Generation)
Component Repair                                 = Tonnage of components repaired per turn.
Cargo Storage                                    = Number of cargo spaces generated.
-----------                                      = Number of troops which can be dropped to attack a planet. 				(Drop Troops)
Launch Units                                     = Unit Type, Amount of units that can be launched per combat turn / per game turn.	(Launch/Recover Fighters)
Recover Units                                    = Unit Type, Amount of units that can be recovered per combat turn / per game turn.	(Lay Mines)
Multiplex Tracking                               = Number of ships that can be tracked and fired on. 
Combat To Hit Offense Plus                       = Percent modifier for combat offense. (Increases the chance that this ship will hit another ship).
Combat To Hit Defense Plus                       = Percent modifier for combat defense. (Decreases the chance that this ship will be hit by another ship).
-------------                                    = Number of mines that can be swept.							(Mine Sweeping)
Medical Bay                                      = Plague level that can be cured.
Movement Bonus                                   = Added movement for ship if using all of these types of engines.
Component Damage Resistance                      = Damage component must take before being destroyed.					(Emissive Armor)
Shield Regeneration                              = Shield Type, Number of shields regenerated per combat turn.
Master Computer                                  = 
Cloak Level                                      = Type of sight obscuration, Level of obscuration.
Sensor Level                                     = Type of sight ability, Level of sight ability.
Emergency Resupply                               = Amount of resupply given to ship on use.
Emergency Energy                                 = Amount of movement given to ship on use.
Long Range Scanner                               = Distance away in sectors enemy ship can be scanned.
Open Warp Point Distance                         = Distance to system (in light years) WP can be opened to.
Create Planet Size                               = Size of planet that can be created.
Destroy Planet Size                              = Size of planet that can be destroyed.
Boarding Attack                                  = Attack strength in ship capture.
Boarding Defense                                 = Defense strength in ship capture.
Standard Ship Movement                           = Number of movement points generated.
Vehicle Control Center                           = When this component is lost, a ship or unit suffers dire consequences. 		(Ship Bridge)
Ordnance Storage                                 = Amount of ordnance that can be stored. 						(Ship Auxiliary Control)
Life Support                                     = Amount of life support generated per turn. 						(Ship Life Support)
Crew Quarters                                    = Amount of crew quarters generated per turn. 						(Ship Crew Quarters)
Scanner Jammer                                   = 
Ordnance Generation                              = Amount of ordnance generated per turn. 						(Quantum Reactor)
Supply Storage                                   = Amount of supplies that can be stored.
Space Yard                                       = Resource Type used for construction, Amount of resources which can be used each turn.
Resource Storage - Mineral                       = Added amount of resources an empire can store.
Resource Storage - Organics                      = Added amount of resources an empire can store.
Resource Storage - Radioactives                  = Added amount of resources an empire can store.
Planet - Resource Gen Modifier - Minerals        = Percentage change of resource generation for entire planet (+/- percentage).		(Resource Gen Modifier Planet - Minerals)
Planet - Resource Gen Modifier - Organics        = Percentage change of resource generation for entire planet (+/- percentage).		(Resource Gen Modifier Planet - Organics)
Planet - Resource Gen Modifier - Radioactives    = Percentage change of resource generation for entire planet (+/- percentage).		(Resource Gen Modifier Planet - Radioactives)
System - Resource Gen Modifier - Minerals        = Percentage change of resource generation for entire system (+/- percentage).		(Resource Gen Modifier System - Minerals)
System - Resource Gen Modifier - Organics        = Percentage change of resource generation for entire system (+/- percentage).		(Resource Gen Modifier System - Organics)
System - Resource Gen Modifier - Radioactives    = Percentage change of resource generation for entire system (+/- percentage).		(Resource Gen Modifier System - Radioactives)
Planet - Point Gen Modifier - Research           = Percentage change of point generation for entire planet (+/- percentage).		(Planet Point Generation Modifier - Research)
Planet - Point Gen Modifier - Intelligence       = Percentage change of point generation for entire planet (+/- percentage).		(Planet Point Generation Modifier - Intelligence)
System - Point Gen Modifier - Research           = Percentage change of point generation for entire system (+/- percentage).		(System Point Generation Modifier - Research)
System - Point Gen Modifier - Intelligence       = Percentage change of point generation for entire system (+/- percentage).		(System Point Generation Modifier - Intelligence)
System - Combat Modifier                         = Percentage combat modifier for entire system (+/- percentage).			(Combat Modifier - System)
System - Damage Modifier                         = Percentage damage modifier for entire system (+/- percentage).			(Damage Modifier - System)
System - Planet Value Change                     = Percentage change in planet value for entire system (+/- percentage) per year.	(Planet Value Change - System)
System - Planet Conditions Change                = Percentage change in planet conditions for entire system (+/- percentage) per year.	(Planet Conditions Change - System)
System - Change Bad Event Chance                 = Percentage change in chance for bad event for entire system (+/- percentage).	(Change Bad Event Chance - System)
System - Change Bad Intelligence Chance          = Percentage change in chance for bad intel event for entire system (+/- percentage).	(Change Bad Intelligence Chance - System)
System - Change Population Happiness             = Percentage change in population happiness for entire system (+/- percentage) each turn. 	(Change Population Happiness - System)
Sector - Ship Training                           = Per turn increase in ship experience in this sector, Maximum experience level that can be attained here.	(Ship Training)
Sector - Fleet Training                          = Per turn increase in fleet experience in this sector, Maximum experience level that can be attained here.	(Fleet Training)
System - Modify Reproduction                     = Percentage change in reproduction for entire system.					(Modify Reproduction - System)
System - Change Population                       = Population in M that will be added each turn for entire system.			(Change Population - System)
System - Plague Prevention                       = Level of the plague that will be prevented in this system.				(Plague Prevention - System)
Resource Conversion                              = Percentage loss of resources converted from one type to another.
Sector - Resource Reclamation                    = Percentage of value of item scrapped in sector returned as resources.		(Resource Reclamation)
Close Warp Point                                 =
Destroy Star                                     =
Create Star                                      =
Destroy Storm                                    =
Create Storm                                     =
Self-Destruct                                    = 
----------------------                           =	(Colonize Planet - Rock)
----------------------                           =	(Colonize Planet - Ice)
----------------------                           =	(Colonize Planet - Gas)
Point-Defense                                    =
Armor                                            =
-------------------------                        = Amount of satellites that can be launched per combat turn, Amount of satellites that can be launched per game turn.	(Launch/Recover Satellites)
Remote Resource Generation - Minerals            = The number of minerals per turn which can be generated from a remote source.
Remote Resource Generation - Organics            = The number of minerals per turn which can be generated from a remote source.
Remote Resource Generation - Radioactives        = The number of minerals per turn which can be generated from a remote source.
Armor Regeneration                               = The amount of structure points regenerated per combat turn.
Shield Generation From Damage                    = Amount of damage pts converted to shield pts per hit.
System - Movement Towards Center                 = # of squares ships are moved towards the center of a system per turn.
System - Movement Random                         = # of squares ships are randomly in a system per turn.
System - Destructive Center                      = Amount of damage caused to ships in the center of the system. (Normal Damage)
Destroy Nebulae                                  =  
Create Nebulae                                   = 
Destroy Black Hole                               = 
Create Black Hole                                = 
Stop Planet Destroyer                            = 
Stop Star Destroyer                              = 
Stop Nebulae Creator                             = 
Stop Black Hole Creator                          = 
Stop Open Warp Point                             = 
Stop Close Warp Point                            = 
Component - Destroyed On Use                     = 	(Component Destroyed On Use)
Ancient Ruins                                    = Number of techs areas (random) received when this planet is colonized.
Ancient Ruins Unique                             = The unique tech area identifier that is found when the planet is colonized.
Combat Best Experience                           = 
Combat Movement                                  = Amount of movement added during combat.
Solar Supply Generation                          = Amount of supplies generated per star.
Extra Movement Generation                        = Amount of movement generated by a type of component, Unique identifier for this type
Planet - Change Atmosphere                       = Number of turns until atmosphere is changed, (It changes to the atmosphere breathable by the majority of the population.)
Component - Weapons Always Hit                   =		(Weapons Always Hit)
Create Constructed Planet                        = The Special Ability ID in PlanetSize.txt to construct.
Constructed Planet Requirements                  = The custom group of the component needed to be present, The kT of component required to be present. 
Modified Maintenance Cost                        = Percentage of normal maintenance (10% = 110% of normal, -10% = 90% or normal)
System - Ship Training                           = Per turn increase in ship experience in this system, Maximum experience level that can be attained here.	(Ship Training - System)
System - Fleet Training                          = Per turn increase in fleet experience in this system, Maximum experience level that can be attained here.	(Fleet Training - System)
System - Long Range Scanner                      = 	(Long Range Scanner - System)
Solar Resource Generation - Minerals             = Amount of minerals generated per turn per star in the system. 
Solar Resource Generation - Organics             = Amount of organics generated per turn per star in the system. 
Solar Resource Generation - Radioactives         = Amount of radioactives generated per turn per star in the system. 
System - Reduced Maintenance Cost                = Percentage of normal maintenance for all ships in system (10 = 90% of normal, -10 = 110% or normal)		(Reduced Maintenance Cost - System)
System - Shield Modifier                         = Amount added to maximum shields of players ships during combat. 						(Shield Modifier - System)
Combat To Hit Offense Minus                      = Percent negative modifier for combat offense. (Decreases the chance that this ship will hit another ship).
Combat To Hit Defense Minus                      = Percent negative modifier for combat defense. (Increases the chance that this ship will be hit by another ship).
AI Tag 01 - AI Tag 20                            = 
Resource Generation - Minerals                   = The number of minerals per turn which can be generated. (This ability can be used by a component or a facility. The points are not deducted from any planet.)	(Generate Points Minerals)
Resource Generation - Organics                   = The number of organics per turn which can be generated. (This ability can be used by a component or a facility. The points are not deducted from any planet.)	(*)
Resource Generation - Radioactives               = The number of radioactives per turn which can be generated. (This ability can be used by a component or a facility. The points are not deducted from any planet.)	(*)
------------------------                         = The number of research points per turn which can be generated. (This ability can be used by a component or a facility. The points are not deducted from any planet.)	(*)
----------------------------                     = The number of intelligence points per turn which can be generated. (This ability can be used by a component or a facility. The points are not deducted from any planet.)	(*)
Component - Weapon To Hit                        = Amount to change to-hit chance.  		(*)
Component - Weapon Range                         = Amount to change weapon range.		(*)
Component - Weapon Damage                        = Amount to change weapon damage.		(*)
Component - Supply Usage Percent                 = Percent to change supply usage.		(*)
Component - Ordnance Usage Percent               = Percent to change ordnance usage.		(*)
Component - Tonnage Structure Percent            = Percent to change tonnage structure.		(*)
Component - Tonnage Space Taken Percent          = Percent to change tonnage space taken.	(*)
Component - Cost Percent                         = Percent to change cost. 			(*)
Ship Combat Morale                               = Amount to change combat morale. 

