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FACILITY DATA FILE
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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       := 500
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 100 minerals each turn.
Ability 1 Val 1     := 100
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       := 600
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 200 minerals each turn.
Ability 1 Val 1     := 200
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       := 700
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 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Mining Infrastructure I
Description         := The organizational, economic, and structural requirements to maximize the output of all Mineral Miner Facilities on a planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 5% (only 1 facility per planet effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Mining Infrastructure II
Description         := The organizational, economic, and structural requirements to maximize the output of all Mineral Miner Facilities on a planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 600
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
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                := Mining Infrastructure III
Description         := The organizational, economic, and structural requirements to maximize the output of all Mineral Miner Facilities on a planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 3000
Cost Organics       := 0
Cost Radioactives   := 700
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Industry
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
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       := 500
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 100 organics each turn.
Ability 1 Val 1     := 100
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       := 600
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 200 organics each turn.
Ability 1 Val 1     := 200
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       := 700
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 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Drilling Infrastructure I
Description         := The organizational, economic, and structural requirements to maximize the output of all Organics Farm Facilities on a planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 1000
Cost Organics       := 300
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 5% (only 1 facility per planet effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Drilling Infrastructure II
Description         := The organizational, economic, and structural requirements to maximize the output of all Organics Farm Facilities on a planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 2000
Cost Organics       := 350
Cost Radioactives   := 250
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
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                := Drilling Infrastructure III
Description         := The organizational, economic, and structural requirements to maximize the output of all Organics Farm Facilities on a planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 3000
Cost Organics       := 400
Cost Radioactives   := 300
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Industry
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
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       := 500
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 100 radioactives each turn.
Ability 1 Val 1     := 100
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       := 600
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 200 radioactives each turn.
Ability 1 Val 1     := 200
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       := 700
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 300 radioactives each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Refining Infrastructure I
Description         := The organizational, economic, and structural requirements to maximize the output of all Radioactives Extraction Facilities on a planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 700
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 5% (only 1 facility per planet effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Refining Infrastructure II
Description         := The organizational, economic, and structural requirements to maximize the output of all Radioactives Extraction Facilities on a planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
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                := Refining Infrastructure III
Description         := The organizational, economic, and structural requirements to maximize the output of all Radioactives Extraction Facilities on a planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 3000
Cost Organics       := 0
Cost Radioactives   := 900
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Industry
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Spectrometer I
Description         := A large ground-based sensor array that can scan and identify mineral, organic and radioactive deposits on other planets.
Facility Group      := Resource Extraction
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 20000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Electronics
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 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 for 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 for a system by 5% (only 1 facility per system effective).
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := System Spectrometer II
Description         := A large ground-based sensor array that can scan and identify mineral, organic and radioactive deposits on other planets.
Facility Group      := Resource Extraction
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 25000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Electronics
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% (only 1 facility per system effective).
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% (only 1 facility per system effective).
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% (only 1 facility per system effective).
Ability 3 Val 1     := 6
Ability 3 Val 2     := 0

Name                := System Spectrometer III
Description         := A large ground-based sensor array that can scan and identify mineral, organic and radioactive deposits on other planets.
Facility Group      := Resource Extraction
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 30000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Electronics
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 7% (only 1 facility per system effective).
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 7% (only 1 facility per system effective).
Ability 2 Val 1     := 7
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 7% (only 1 facility per system effective).
Ability 3 Val 1     := 7
Ability 3 Val 2     := 0

Name                := System Hospital I
Description         := A large medical complex that can service an entire star system.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 103
Cost Minerals       := 6000
Cost Organics       := 4000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Biology
Tech Level Req 1    := 4
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                := System Hospital II
Description         := A large medical complex that can service an entire star system.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 103
Cost Minerals       := 5000
Cost Organics       := 4000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Biology
Tech Level Req 1    := 5
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                := System Hospital III
Description         := A large medical complex that can service an entire star system.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 103
Cost Minerals       := 4000
Cost Organics       := 3500
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Biology
Tech Level Req 1    := 6
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                := 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     := Psychology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow 1 point 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       := 5000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Psychology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow 2 points 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       := 6000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Psychology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow 3 points happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Government Center I
Description         := The central administrative infrastructure of a system-wide government that solidifies your empire's hold on its territory.
Facility Group      := Population Support
Facility Family     := 1009
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 182
Cost Minerals       := 6000
Cost Organics       := 8000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Psychology
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the probability of bad events in the system by 10%
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Increases system population happiness by 2 points
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0

Name                := Government Center II
Description         := The central administrative infrastructure of a system-wide government that solidifies your empire's hold on its territory.
Facility Group      := Population Support
Facility Family     := 1009
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 182
Cost Minerals       := 7000
Cost Organics       := 8500
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Psychology
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the probability of bad events in the system by 15%
Ability 1 Val 1     := -15
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Increases system population happiness by 3 points
Ability 2 Val 1     := -3
Ability 2 Val 2     := 0

Name                := Government Center III
Description         := The central administrative infrastructure of a system-wide government that solidifies your empire's hold on its territory.
Facility Group      := Population Support
Facility Family     := 1009
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 182
Cost Minerals       := 8000
Cost Organics       := 9000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Psychology
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the probability of bad events in the system by 20%
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Increases system population happiness by 4 points
Ability 2 Val 1     := -4
Ability 2 Val 2     := 0

Name                := 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             := 62
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := 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     := 5
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     := 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     := 5
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     := 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     := 6
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     := Espionage
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     := 6
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     := Espionage
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     := 6
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     := Espionage
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                := Resource Outpost
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  := 0
Number of Abilities := 3
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      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 5% faster (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0

Name                := Resource Depot
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       := 7000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Nuclear Age
Tech Level Req 1    := 1
Number of Abilities := 3
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      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 10% faster (only 1 facility per system effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := -2
Ability 3 Val 2     := 0

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  := 0
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       := 200
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 1000 minerals for an empire.
Ability 1 Val 1     := 1000
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       := 300
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 1500 minerals for an empire.
Ability 1 Val 1     := 1500
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       := 400
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 2000 minerals for an empire.
Ability 1 Val 1     := 2000
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       := 200
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 1000 organics for an empire.
Ability 1 Val 1     := 1000
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       := 300
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 1500 organics for an empire.
Ability 1 Val 1     := 1500
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       := 400
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 2000 organics for an empire.
Ability 1 Val 1     := 2000
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       := 200
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 1000 radioactives for an empire.
Ability 1 Val 1     := 1000
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       := 300
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 1500 radioactives for an empire.
Ability 1 Val 1     := 1500
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       := 400
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 2000 radioactives for an empire.
Ability 1 Val 1     := 2000
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       := 1000
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 500 extra unit spaces on a planet.
Ability 1 Val 1     := 500
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       := 1500
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 1000 extra unit spaces on a planet.
Ability 1 Val 1     := 1000
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       := 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      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Garrison I
Description         := A large military complex that can house extra troops and help secure a planet against enemy sabotage and intelligence attacks.
Facility Group      := Population Support
Facility Family     := 1022
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 15000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Troops
Tech Level Req 1    := 4
Tech Area Req 2     := Military Science
Tech Level Req 2    := 4
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 400kt cargo space
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of bad intel events in system by 10%
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Planetary Garrison II
Description         := A large military complex that can house extra troops and help secure a planet against enemy sabotage and intelligence attacks.
Facility Group      := Population Support
Facility Family     := 1022
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 17000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Troops
Tech Level Req 1    := 5
Tech Area Req 2     := Military Science
Tech Level Req 2    := 5
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 600kt cargo space
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of bad intel events in system by 15%
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0

Name                := Planetary Garrison III
Description         := A large military complex that can house extra troops and help secure a planet against enemy sabotage and intelligence attacks.
Facility Group      := Population Support
Facility Family     := 1022
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 19000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Troops
Tech Level Req 1    := 6
Tech Area Req 2     := Military Science
Tech Level Req 2    := 6
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 800kt cargo space
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of bad intel events in system by 20%
Ability 2 Val 1     := 20
Ability 2 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 1000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 3 components per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0

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       := 20000
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 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 4 components per turn.
Ability 4 Val 1     := 4
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       := 30000
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 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 IV
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 40000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 4
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 6 components per turn.
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0

Name                := Space Yard Facility V
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 50000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 5
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 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0

Name                := Space Yard Facility VI
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 60000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 6
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 8 components per turn.
Ability 4 Val 1     := 8
Ability 4 Val 2     := 0

Name                := Space Yard Facility VII
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 70000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 7
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     := 4000
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 9 components per turn.
Ability 4 Val 1     := 9
Ability 4 Val 2     := 0

Name                := Space Yard Facility VIII
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 80000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 8
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 4500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 4500
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                := Space Yard Facility IX
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 90000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 9
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 5000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 5000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 5000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 5000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 11 components per turn.
Ability 4 Val 1     := 11
Ability 4 Val 2     := 0

Name                := Repair Facility I
Description         := Large facility which can resupply and provide limited repairs to ships in orbit.
Facility Group      := Space Yard
Facility Family     := 1039
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 4
Tech Area Req 2     := Industry
Tech Level Req 2    := 4
Number of Abilities := 1
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 3 component per turn.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Repair Facility II
Description         := Large facility which can resupply and provide limited repairs to ships in orbit.
Facility Group      := Space Yard
Facility Family     := 1039
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 30000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 5
Tech Area Req 2     := Industry
Tech Level Req 2    := 5
Number of Abilities := 1
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 5 component per turn.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Repair Facility III
Description         := Large facility which can resupply and provide limited repairs to ships in orbit.
Facility Group      := Space Yard
Facility Family     := 1039
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 40000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 6
Tech Area Req 2     := Industry
Tech Level Req 2    := 6
Number of Abilities := 1
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 7 component per turn.
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 0
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

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

